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Main - SMW Hacking - Changing the custom sprites to the normal sprites O_o New thread | New reply


Remnic The Hedgehog
Posted on 01-15-08 08:38 AM Link | Quote | ID: 73624


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I need help with this. I need to find which bytes I should change to make the Custom Torpedo Ted Launcher shooter generate SMW's original sprites instead of custom ones. I've seen one at the old ACMLM a long time ago but I don't have a link to it. Can anybody help?

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smkdan
Posted on 01-15-08 11:10 AM Link | Quote | ID: 73628


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Your link leads to a new thread form?

Remnic The Hedgehog
Posted on 01-15-08 04:26 PM Link | Quote | ID: 73639


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What? Really? Let me fix that.

http://www.smwcentral.net/download.php?id=83&type=sprites

Here we go.

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pieguy1732
Posted on 01-15-08 04:50 PM Link | Quote | ID: 73642


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Try using the normal shooter, and have it set to show the hand.

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Remnic The Hedgehog
Posted on 01-15-08 05:09 PM Link | Quote | ID: 73644


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I didn`t find a normal shooter sprite at SMW Central. Maybe I should double check.

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koala_knight
Posted on 01-15-08 06:08 PM (rev. 2 of 01-15-08 06:09 PM) Link | Quote | ID: 73657


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Why not just use the one that's already in SMW? Or do you want it to launch stuff other than Torpedo Ted?

pieguy1732
Posted on 01-15-08 06:12 PM Link | Quote | ID: 73659


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It's not the normal shooter, it's actually the normal launcher. Link.

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Remnic The Hedgehog
Posted on 01-15-08 06:26 PM Link | Quote | ID: 73660


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The whole thing is, I'm trying to use a launcher (without showing the hand) to generate koopa shells that pop out of pipes. Kind of like the goombas crawling out of the vertical pipes in NSMB. It would also be nice if it played a sound as it generated the sprite. :/

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pieguy1732
Posted on 01-15-08 06:33 PM (rev. 2 of 01-15-08 06:33 PM) Link | Quote | ID: 73661


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You can configure the launcher to generate any sprite, and there are different launchers that have specific attributes.

Also:
LDA #$##
STA $1DFC

That code should play a sound effect, just change the ## to a number. Put it at the beginning of the main sprite code, it should work there.

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Remnic The Hedgehog
Posted on 01-15-08 06:37 PM Link | Quote | ID: 73662


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Thanks pieguy. But what if I wanted the generator to generate the sprite in between two blocks like the Piranha Plant?

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blackhole89
Posted on 01-15-08 06:39 PM Link | Quote | ID: 73663


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The "in between two blocks" about that sprite is purely graphical, since you can only position sprites down to a block in levels anyway. Its physical position is its top left tile.

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Remnic The Hedgehog
Posted on 01-15-08 11:44 PM (rev. 2 of 01-16-08 01:26 AM) Link | Quote | ID: 73709


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Thanks. Now all I need to do is find the list of sound effects in hex and I'm all set. Unfortunately, I can't find it at SMWiki.
EDIT: It plays the sound when the sprite appears onscreen. How can I make it play the sound every time the launcher descends the sprite?

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S.N.N.
Posted on 01-16-08 04:21 AM Link | Quote | ID: 73751


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I happen to have made this mostly complete list about a month back you might be interested in. Here are the values;

00 = Nothing
01 = Coin
02 = Mushroom appears from ? block
03 = Mushroom appears from ? block, lower pitch
04 = Spin Jump
05 = 1-UP
06 = Shoot a fireball
07 = Break a turn block with a spin jump
08 = Spring jump
09 = Bullet Bill shoot
0A = Egg hatches
0B = Item goes in reserve
0C = Item falls from reserve
0D = Same as 0C
0E = L/R Screen Scroll
0F = Enter a door
10 = Same as 09
11 = Score counting at end of level
12 = End of score count
13 = Lose Yoshi!
14 = Er...?
15 = Er...??
16 = Castle destroyed on Overworld
17 = Fireball from Bowser Statue
18 = Valley of Bowser lightning SFX
19 = Clapin' Chuck's clap
1A = Weird low grunting noise.
1B = Fireball effect of some kind
1C = Fanfare SFX
1D = Time Running Out SFX!
1E = Whistlin' Chuck's underwater whistle
1F = Yoshi noise
20 = Koopa Kid falls into lava
21 = Yoshi's tongue
22 = Message Box
23 = Level tile Beep! on Overworld
24 = P-Switch Timer running out!
25 = Yellow Yoshi's stomp
26 = Swooper swooping sound
27 = Fireball jumping
28 = Stomp on Koopa Kid
29 = Correct! SFX
2A = Incorrect! SFX
2B = Firework shooting up SFX
2C = Firework exploding
2D - 34 = Fireball jumping
35 = Sound of Mario hitting a solid block
36 = Spin jump on spiked enemy
37 = Kick a shell
38 = Big Mario turning to small Mario
39 = Midway point SFX
3A = Yoshi swallowing something
3B = Stomp on Dry Bones
3C = Spin jump and kill enemy
3D = Accelerate with cape
3E = Get a mushroom
3F = Hit a switch
40 = ? .. sounds like a weird screen scroll
41 = Get a cape
42 = Swim in water
43 = Get hit by enemy while flying SFX
44 = Yoshi spitting something out
45 = Pause game
46 = Unpause game
47 = Consecutive jump 1
48 = Consecutive jump 2
49 = Ditto
4A = Consecutive jump 3
4B = Ditto
4C = Consecutive jump 4
4D = Consecutive jump 5
4E = Grinder or chainsaw moving
4F = Ditto, but other part of the SFX.
50 = Get a Yoshi Coin
51 = Part of Time Running Out SFX
52 = Get a P-Balloon!
53 = Koopa Kid defeated
54 = Yoshi spitting a shell
55 = Rolling thunder .. ?
56 = Nothing
57 = Lemmy/Wendy falling into lava.
58 =
59 =

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pieguy1732
Posted on 01-16-08 04:24 AM Link | Quote | ID: 73752


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Posted by Remnic The Hedgehog
Thanks. Now all I need to do is find the list of sound effects in hex and I'm all set. Unfortunately, I can't find it at SMWiki.
EDIT: It plays the sound when the sprite appears onscreen. How can I make it play the sound every time the launcher descends the sprite?

Put it at the start of the code that runs when it generates a sprite instead of at the main sprite code.

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Main - SMW Hacking - Changing the custom sprites to the normal sprites O_o New thread | New reply

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