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Main - SMW Hacking - Problem with custom piranha plants' stem palette... New thread | New reply


koala_knight
Posted on 01-23-08 08:04 PM (rev. 7 of 01-23-08 08:21 PM) Link | Quote | ID: 74802


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...How do I change it? cfg_editor only lets me change the flower's palette.

I'm having the same problem all the different varieties of custom piranha's I've tried. right now I'm working with Davros's alternate piranhas. I'm thinking there might be some value in the asm file I can edit. I'd appreciate it if someone could point me in the right direction.

Here are some pics of my project:


Stage 1-1 part A


Stage 1-1 part C

They should look familiar...

Buu-Huu
Posted on 01-23-08 08:29 PM Link | Quote | ID: 74804


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Try this Patch and be sure to read the readme before doing anything.

koala_knight
Posted on 01-23-08 09:41 PM Link | Quote | ID: 74814


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Thanks, but I had already tried that patch before.

The thing is I want to change the palette for the custom sprite only. The classic piranha found in SMW works just fine. In fact, the custom sprite is using a different palette than the built in sprite all together.

andy_k_250
Posted on 01-23-08 10:32 PM Link | Quote | ID: 74815


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Can I ask how/why you are wanting to change the palette for the stem? When I use these Piranha Plant custom sprites, I get a red-headed plant with a green stem. Were you getting different results somehow?

PS - I like how you combined the two 1-1's from SMB1 and SMB2J. Looks nice!

darklink898
Posted on 01-23-08 10:57 PM Link | Quote | ID: 74817


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Or you just could recolor the tiles so they use the last 8 colors of the palette, and edit the colors to make it look like you want it to look.

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koala_knight
Posted on 01-24-08 02:50 AM (rev. 4 of 01-24-08 04:48 AM) Link | Quote | ID: 74842


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@andy: Thanks I originally wanted to have them separated, but I'm also including the stages from SMB special which is way too many for the OW to handle. BTW, the special stages will be accessable by using secret exits in the corresponding SMB1/2j stage. Also, both underground bonus areas will be included.

Basically I want to have 2 varieties of piranha, one with red flower and green stem (normal) and one with green flower and yellow stem (ignores Mario). All the custom piranhas have yellow stems though. I could use the classic piranha that is built into SMW for the normal one, but I want to have short stem plants like in the NES games.

If all else fails I'll just use long stem plants and change the custom sprite's flower to green since it already uses the right color stem. It would be educational to find out how to change the stem's palette though.

Thanks for all the suggestions so far guys!! (>^-^)>

Edit: Found a new problem. Anyone have any idea about how to prevent the Classic piranha from being killed by fireballs while it's still all the way inside the pipe?

boingboingsplat
Posted on 01-24-08 01:36 PM Link | Quote | ID: 74864


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Found a new problem. Anyone have any idea about how to prevent the Classic piranha from being killed by fireballs while it's still all the way inside the pipe?

I don't think that fixable, at least not easily. It's not that big of a problem anyways.


...How do I change it? cfg_editor only lets me change the flower's palette.

I'm having the same problem all the different varieties of custom piranha's I've tried. right now I'm working with Davros's alternate piranhas. I'm thinking there might be some value in the asm file I can edit. I'd appreciate it if someone could point me in the right direction.


Find this line, located just at the beginning of the graphics routine.

PROPERTIES          dcb $0A,$08,$0A,$08


Change the "0A"s to something else to change the vines properties. Note that the properties are stored in the Xyppccct format.

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koala_knight
Posted on 01-24-08 03:20 PM (rev. 4 of 01-24-08 10:45 PM) Link | Quote | ID: 74867


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Awesome! Thanks, boing! I suspected that was the value I had to change but was unsure because it didn't match the palette value in LM.

I did sort of find a fix for the fireball thing.

I changed this:
Y_SPEED dcb $00,$F0,$00,$10

To this:
Y_SPEED dcb $00,$E8,$00,$18

And to this for a short stem piranha:
Y_SPEED dcb $00,$EC,$00,$14

Edit: Also, when placing the piranhas in LM it goes 1 block lower than normal.

Edit: The only thing is it could potentially cause another bug. On the very rare occasion that there is a short mid-air pipe with ?/turn/smashable blocks capping the bottom AND it's placed in such a way that Mario can hit the blocks from below, there is a chance that Mario will be able to kill the plant with a block hit just before it disappears.

Buu-Huu
Posted on 01-24-08 07:49 PM Link | Quote | ID: 74885


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Posted by koala_night
Also, when placing the piranha in LM it goes 1 block lower than normal.
Because it's the short stem piranha.

koala_knight
Posted on 01-24-08 10:41 PM Link | Quote | ID: 74903


Buzzy Beetle
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Both of them.

Increasing the speed at which they move up/down increases the distance that they go. So the long ones end up moving 3 blocks instead of the normal 2. If you don't move them down they'll hang 1 lock above the pipe.

The short stem plants are actually the exact same sprite but with the speed set so that they move 2 and 1/2 blocks out. That was the easiest way I found to get the effect I wanted.

I hope that clears it up.

Main - SMW Hacking - Problem with custom piranha plants' stem palette... New thread | New reply

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