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06-16-24 02:39 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Custom Sprite: Bad Shroomy - Opinions Please New poll | |
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1169

Red Goomba


 





Since: 03-27-06
From: Gold Coast, Australia

Last post: 6642 days
Last view: 6642 days
Posted on 04-06-06 12:37 PM Link | Quote
I have never created/modified sprites before; but I needed some custom sprites for a type of character I want for my hack: the bad shroom people . . . so I gave it a shot and tried to make a custom sprite using toadstool (from SMB2) as a guide.

I kind of like it; but I am not sure about the palette - I like the general colour scheme, but not the specific palette.

Anyway, I am seeking opinions.

====

Sprite Sheet:



In action in my test level:

Glyphodon



 





Since: 11-18-05

Last post: 6368 days
Last view: 6349 days
Posted on 04-06-06 12:47 PM Link | Quote
Graphically, it looks okay. The back arm should be less... weird and more like an arm. The chin looks kind of funky. You could leave it as it is and it'd be fine, though. Looks like a pain to fix those little details that, if I recall correctly, were present in the original SMB2 toad.

But can you code it? Does it DO anything? Because if these toads just walk back and forth, acting exactly like SMW goombas, that would be really bad.
1169

Red Goomba


 





Since: 03-27-06
From: Gold Coast, Australia

Last post: 6642 days
Last view: 6642 days
Posted on 04-06-06 01:00 PM Link | Quote
Originally posted by Glyph Phoenix
Graphically, it looks okay. The back arm should be less... weird and more like an arm. The chin looks kind of funky. You could leave it as it is and it'd be fine, though. Looks like a pain to fix those little details that, if I recall correctly, were present in the original SMB2 toad.

But can you code it? Does it DO anything? Because if these toads just walk back and forth, acting exactly like SMW goombas, that would be really bad.


Looking at it I see what you mean about the arm. I will play around with it tommorow night.

The chin does look funny, but it is meant to be a mushroom stem, so it is meant to be straight and thick.

As for what the thing does . . . at the moment, nothing except walk back and forth; but my intent is that it will walk back and forth, and when facing mario will try to throw a poison ball at him (think fire ball), when Mario is in the air (jumping) and the shroom is facing mario it will duck down and be immune to his jump attack, and finally, when not facing mario it does neither so is easier to kill.

Wether I can code that: I am fairly decent with ASM so it all depends on how much the game fights to keep its secrets from me (;
Glyphodon



 





Since: 11-18-05

Last post: 6368 days
Last view: 6349 days
Posted on 04-06-06 01:25 PM Link | Quote
Heh, you've got your work cut out for you. I know of nobody who's turned a regular enemy into one that launches things. Not in my years of hacking.

SMW could hold the answer to life, the universe, and everything* and it wouldn't matter because nobody could get at it. Except FuSoYa, but, well, nobody can get at Fu's information nowadays either.

Good luck, though.

*it does, several times. Look for 0x2A.
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6332 days
Last view: 6327 days
Posted on 04-06-06 04:18 PM Link | Quote
Wow, that's kinda neat. Although, I think it'd make more sense if it were colored like a SMAS Poison mushroom. (purple and dark mushroom) Hell, if you can't get the "poison balls" to work, you could have it throw poison mushrooms (like, the actual item). *shrug*

What's scary is I was thinking of something similar to this, but a fake Mario (Bizarrio?) Of course, I'm far too inexperienced to actually MAKE one, but that's besides the point.
Deleted User
Banned


 





Since: 05-08-06

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Posted on 04-06-06 07:18 PM Link | Quote
Not bad .
1169

Red Goomba


 





Since: 03-27-06
From: Gold Coast, Australia

Last post: 6642 days
Last view: 6642 days
Posted on 04-06-06 08:34 PM Link | Quote
Originally posted by Glyph Phoenix
Heh, you've got your work cut out for you. I know of nobody who's turned a regular enemy into one that launches things. Not in my years of hacking.

SMW could hold the answer to life, the universe, and everything* and it wouldn't matter because nobody could get at it. Except FuSoYa, but, well, nobody can get at Fu's information nowadays either.

Good luck, though.

*it does, several times. Look for 0x2A.


Thats ok, I like a challenge (; I think the hardest part will be the ducking down graphics actually . . . the firing stuff shouldn't be too bad (mabey I am just naive, but I believe the hardest part will be tracing where to put it, but . . .)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 04-06-06 08:46 PM Link | Quote
changing the graphic the sprite use won't be that hard if you know that RAM 7E1602 is added when loading tilemap, so the code to make it crouch would be:

...
LDA $77 |load player position statuts
CMP #$00 |check If he is in the air
BEQ #$07 |skip the next code If in the air
LDA #$01
STA $1602,X|make sprite enter frame 2
BNE #$03 |skip the next part
STZ $1602,X|restore the sprite frame if mario is on the ground
...

If you got any other problem, feel free to ask

Edit: forgot to index with X some of these oppcode


(edited by Bio on 04-06-06 07:46 PM)
(edited by Bio on 04-06-06 07:47 PM)
(edited by Bio on 04-06-06 09:10 PM)
1169

Red Goomba


 





Since: 03-27-06
From: Gold Coast, Australia

Last post: 6642 days
Last view: 6642 days
Posted on 04-06-06 09:50 PM Link | Quote
Originally posted by Bio
changing the graphic the sprite use won't be that hard if you know that RAM 7E1602 is added when loading tilemap, so the code to make it crouch would be:

...
LDA $77 |load player position statuts
CMP #$00 |check If he is in the air
BEQ #$07 |skip the next code If in the air
LDA #$01
STA $1602|make sprite enter frame 2
BNE #$03 |skip the next part
STZ $1602|restore the sprite frame if mario is on the ground
...

If you got any other problem, feel free to ask


Thanks! that will save me a lot of tracing time (:

My main concern though is the frames. Most sprites only have 3 frames, walk 1, walk 2, and turn . . . obviously I would need all three. For my bad-shroomie I will need atleast 5 - walk 1, walk 2, turn, duck, throw. I haven't looked into it much (was focusing on getting my code to fire on load of level whichi s important for this hack obviously) but my thoughts at the moment are something along the lines of:

- Mabey if I programatically super-impose my bad-shroomie over one of the Chuck sprites;
- Or mabey I can us two sprites (koopa, and shell-less koopa) and use some funky spawning.
- Or mabey there is someway (assumingly so) that I can without much fuss expand the standard koopa to 5 frames, and just rewrite the koopa rending sub-routine to ignore the extra three unless a flag is set.
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