Register | Login | |||||
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
| |
0 users currently in SMW Hacking. |
Acmlm's Board - I3 Archive - SMW Hacking - If you plan to replace sprites 12, 36 and 69... | New poll | | |
Add to favorites | Next newer thread | Next older thread |
User | Post | ||
Davros Porcupo So much for unlimited power. :P Since: 03-16-06 From: Maquila Beach Last post: 6432 days Last view: 6431 days |
| ||
using Mario World Reconfigurator, you must be aware that the mappings of sprites 02 (shelless Blue Koopa), 40 (Para-Bomb) and 1D (Hopping Flame) will be affected.
Don't worry, they can easily be fixed using a hex editor. If you have replaced sprite 12, check the mappings of the Shelless Blue Koopa: 0x9D93 E0 - Shelless Blue Koopa walk 1 E2 - Shelless Blue Koopa walk 2 E2 - Shelless Blue Koopa turning CE - Unused? E4 - Shelless Blue Koopa kicking E0 - Shelless Blue Koopa struggling 1 E0 - Shelless Blue Koopa struggling 2 If you have replaced sprite 36, check the mappings of the Para-Bomb: 0x9DAC A2 - Para-Bomb straight A2 - Para-Bomb straight B2 - Para-Bomb straight B2 - Para-Bomb straight C3 - Para-Bomb tilted left C2 - Para-Bomb tilted left D3 - Para-Bomb tilted left D2 - Para-Bomb tilted left C2 - Para-Bomb tilted right C3 - Para-Bomb tilted right D2 - Para-Bomb tilted right D3 - Para-Bomb tilted right E2 - Straight parachute E6 - Tilted parachute If you have replaced sprite 69, check the mappings of the Hopping Flame: 0x9DEC AE - Hopping Flame jumping 1 8E - Hopping Flame jumping 2 So far, those are the only sprites that I know that will have their mappings altered by replacing unused sprites. They might be more that I know, but I'm not sure. So feel free to add more information. |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
| ||
what are you talking about?, I've never got any problem at all with changing sprite 12, 36 and 69, as long as they have their own tilemap there is no problem, for exemple, with my metroid custom sprite, I make it so it using the unused spot in blue shelless koopa tilemap, its easy to do if you renember that tilemap is located at 0x009D83+graphic byte 2
edit:plus, if you're stuff is true, we could just compare the tilemap with the original rom (edited by Bio on 04-05-06 01:35 AM) (edited by Bio on 04-05-06 01:35 AM) (edited by Bio on 04-05-06 01:41 AM) (edited by Bio on 04-05-06 01:49 AM) (edited by Bio on 04-05-06 01:49 AM) |
|||
ghettoyouth Panser Since: 11-19-05 From: Germany Last post: 6545 days Last view: 6545 days |
| ||
that's nothing new, this happens if you change the gfx bytes. but i never noticed the thing with the para bombs | |||
BMF54123 Since: 11-18-05 From: MOOGLES Last post: 6432 days Last view: 6431 days |
| ||
Changing sprite 96 (the unused Chargin' Chuck) tends to corrupt the leaves of the Jumpin' Piranha Plant, though I don't know if that's a tilemap issue or what... | |||
Mattrizzle Red Goomba Since: 11-17-05 From: Louisville, KY, USA Last post: 6730 days Last view: 6730 days |
| ||
One thing to keep in mind: When you edit sprites with Mario World Reconfigurator, editing Graphic Byte 3 is evil. It isn't related to the normal sprite tables at all, but to the tilemap at 9D83 in the rom. For instance, if you change Graphic Byte 3 of the Sprite 00, it won't change anything about the green shelless Koopa, but it will change the normal Koopa's head in its first animation frame. (edited by Mattrizzle on 04-05-06 04:45 PM) |
Add to favorites | Next newer thread | Next older thread |
Acmlm's Board - I3 Archive - SMW Hacking - If you plan to replace sprites 12, 36 and 69... | | |