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tomaitheous
Posted on 01-14-14 07:55 PM (rev. 3 of 01-14-14 08:05 PM) Link | Quote | ID: 155449


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Sprite work on Megaman 1. All Megaman frames are now single 32x32 sprites (SuperPPU mode). Graphic format is now 4bpp (15 colors). I hooked the meta-sprite routine to look for megaman frames, and jumps to an alt code to push sprites onto the sprite stack (sprite table in ram).

Cutman was a pain, since some of his frames reference Megaman's smaller 8x8 sprites. So I had to make a hook to identify his frames, and push alt frames to the sprite stack. While you can't see the difference, his frames are upgrades as well (4bpp, 32x32). Thank fully the rest of the bosses don't do this.

Some pics:






It doesn't break the sprite routine of the game. It pushes the 32x32 single frame sprites onto the game's sprite stack, but they use new bits in the OAM format (formally unused bits):

;*****************************************************************************************************
NES OAM attribyte byte:

76543210
||||||||
||||||++- Palette (4 to 7) of sprite
|||+++--- Extended
||+------ Priority (0: in front of background; 1: behind background)
|+------- Flip sprite horizontally
+-------- Flip sprite vertically

Extended:
D2 = sprite bank select bit
D4-D3: Sprite size
00b = 8x8 NES flipping based on 8x8
00b = 16x16 Native PCE flipping (if sprite bank select bit =1)
01b = 32x16 Native PCE flipping
10b = 16x32 Native PCE flipping
11b = 32x32 Native PCE flipping


;*****************************************************************************************************

"sprite bank select bit" allows you to select a name_table for sprites that's out of reach of the normal nes PPU ( ppu has nametable0 and nametable1, this would be equiv of nametable2). An individual sprite entry can select which bank to reference the sprite # from.

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Vanya
Posted on 01-14-14 08:50 PM Link | Quote | ID: 155450


Red Koopa
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Very cool!

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justin3009
Posted on 01-19-14 01:33 AM Link | Quote | ID: 155482


Tektite
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Fun little test with some boredom on the side.

tomaitheous
Posted on 01-26-14 06:46 AM Link | Quote | ID: 155536


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New stuffs

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NARFNra
Posted on 01-26-14 10:31 AM Link | Quote | ID: 155538


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Your project just keeps getting more and more impressive, tomaitheous!

tomaitheous
Posted on 02-12-14 07:59 PM Link | Quote | ID: 155678


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Converted Cutman's level sprites to 16x16 and large cells + 4bit pixel color per sprite (each sprite has its own unique 16 color palette). Still tweaking the animation of MM player frames.

NARFNra: A lot is planned for this.

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Vanya
Posted on 02-12-14 11:12 PM Link | Quote | ID: 155679


Red Koopa
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Nice! Impressive work.

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kunio1031
Posted on 02-20-14 07:59 AM (rev. 2 of 02-20-14 07:59 AM) Link | Quote | ID: 155733


Red Goomba
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So right now I'm working on a Mario 3 hack, I don't have a name for it just yet. Also I'm still just on the first world. I wanted to know from some of you who have hacked or are hacking Mario 3 a question about the dungeon spike rooms such as the one found in the World 1 dungeon and World 2 dungeon. I want to get a sort of rising and falling effect where certain blocks will only appear when the ceiling is all the way up. If that makes any sense, in other words when the ceiling part comes down some of the floor would dissapear.

Chaobomr
Posted on 02-20-14 05:56 PM Link | Quote | ID: 155735


Buster Beetle
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Posted by kunio1031
So right now I'm working on a Mario 3 hack, I don't have a name for it just yet. Also I'm still just on the first world. I wanted to know from some of you who have hacked or are hacking Mario 3 a question about the dungeon spike rooms such as the one found in the World 1 dungeon and World 2 dungeon. I want to get a sort of rising and falling effect where certain blocks will only appear when the ceiling is all the way up. If that makes any sense, in other words when the ceiling part comes down some of the floor would dissapear.
Oh, man, that sounds like something out of SMB Chaos Control's Tower. If I remember, only a two-block high strip of land will be unaffected by that; everything else, well... In all seriousness, though, what you're looking for is a couple of autoscroll objects. Place the "disappearing" blocks above the two-block strip. I suggest checking out the tower in Super Mario Chaos Control for some help.

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kunio1031
Posted on 02-20-14 09:02 PM Link | Quote | ID: 155739


Red Goomba
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Posted by Chaobomr
Posted by kunio1031
So right now I'm working on a Mario 3 hack, I don't have a name for it just yet. Also I'm still just on the first world. I wanted to know from some of you who have hacked or are hacking Mario 3 a question about the dungeon spike rooms such as the one found in the World 1 dungeon and World 2 dungeon. I want to get a sort of rising and falling effect where certain blocks will only appear when the ceiling is all the way up. If that makes any sense, in other words when the ceiling part comes down some of the floor would dissapear.



Oh, man, that sounds like something out of SMB Chaos Control's Tower. If I remember, only a two-block high strip of land will be unaffected by that; everything else, well... In all seriousness, though, what you're looking for is a couple of autoscroll objects. Place the "disappearing" blocks above the two-block strip. I suggest checking out the tower in Super Mario Chaos Control for some help.


I will do that, I have the Chaos Control rom in the same folder as my Mario 3 hack sits in so I can sort of bounce to that rom for ideas and what not.

KDeee
Posted on 02-24-14 11:53 PM (rev. 3 of 02-25-14 01:33 PM) Link | Quote | ID: 155771


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Something I did just because .

KDeee
Posted on 03-01-14 04:23 PM Link | Quote | ID: 155904


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Since I completed lolo 1x3, I though if I could do same for nes/fds eggerland games , and seems like its possible(and looking at graphics in yy-chr, its almost identical to lolo1), though palette is more limited and most obvious difference is black background instead of floor-tiles:

Take a wild guess


Messing around with nesticle(only for real-time graphics editing), I found out its possible to get rid of black-background:



But it looks messed-up and causes some annoying problems when it comes to palette(s) so Im just gonna stick with blackBG.

kunio1031
Posted on 03-02-14 04:58 AM Link | Quote | ID: 155915


Red Goomba
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So just letting everyone know that I am currently working on a Mario 3 hack, I've almost got the first 2 worlds done. Once that's done, and I test them a little bit myself then I'll release a demo for those first 2 worlds.

kunio1031
Posted on 03-03-14 10:13 AM Link | Quote | ID: 155928


Red Goomba
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Alright, so I'm very very frustrated when I tested my airship level in the first world. I just get problems with my bullet shooter glitching up, and stupid wooden beams stretching where they shouldn't be. It's really really annoying, it's like I might have to have someone edit the ship levels for me and I can do the rest of the levels myself. I don't know what to do....

Chaobomr
Posted on 03-03-14 02:50 PM Link | Quote | ID: 155930


Buster Beetle
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How are the shooters glitching up? Are they like a space off? Some 3-bit objects do that annoying stretch when set to 1 ($*0). The only thing you can do in that case is to set them to 1 instead of 0. Annoying and limiting, I know.

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kunio1031
Posted on 03-06-14 06:41 PM Link | Quote | ID: 155994


Red Goomba
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So I had a few questions about Mario 3 hacking. I know that the rom exists for the lost levels in Mario 3, but I was wondering how I apply those changes/access those levels in Mario 3 Workshop. I've already hacked almost every level in the first world. But I'd love to do all the lost levels as well. To make the game have more levels, and more practice/getting better at making levels on my end. Also, with the Mario 3 TSA editor, can someone explain to me how that works. I'm so confused that I don't even know where to begin. And the bullet shooters are glitching up because maybe I have them too close to the ground? It's the 4 way bullet shooters by the way.

Chaobomr
Posted on 03-06-14 08:16 PM (rev. 2 of 03-06-14 08:24 PM) Link | Quote | ID: 155997


Buster Beetle
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You just need to change the pointers to the lost levels. I've done it in my hack (WIP version, not so much the demo) without much trouble. World 1 actually has a pointer available for one of the lost levels. It's where the START space is.


ADDITION: Bear in mind that Workshop is not very good with the world maps. You're better off using a program that is more suited to map hacking, such as Beneficii's tool. It might be the updated version I have, I don't remember.

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kunio1031
Posted on 03-07-14 03:35 AM Link | Quote | ID: 156000


Red Goomba
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Posted by Chaobomr
You just need to change the pointers to the lost levels. I've done it in my hack (WIP version, not so much the demo) without much trouble. World 1 actually has a pointer available for one of the lost levels. It's where the START space is.


ADDITION: Bear in mind that Workshop is not very good with the world maps. You're better off using a program that is more suited to map hacking, such as Beneficii's tool. It might be the updated version I have, I don't remember.


I do in fact have beneficii's tool for the maps, can you tell me where/how I make the pointers point to? I'd really love to edit those levels, as of right now I'm having creators block which is kind of like writers block but with editing Mario 3 levels. I just can't figure out how I wanna make World 1-3, ugh.... But maybe if I edit those lost levels it can take my mind off of the frustration of World 1-3.

ShaneM
Posted on 03-07-14 03:38 AM (rev. 3 of 03-07-14 03:40 AM) Link | Quote | ID: 156001


Snifit
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Open the ROM. Mode, pointers. Click on the level. Press the Enter key. Select the level.

EDIT: If you saw my SMB3 extended, I already accomplished that and added all 15 lost levels. I also added some e-levels.

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Chaobomr
Posted on 03-07-14 03:39 AM (rev. 2 of 03-07-14 03:40 AM) Link | Quote | ID: 156002


Buster Beetle
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You go to the pointer and hit Enter. It'll open up a dialog with all the available levels you can point to. EDIT: Basically what shanem said.
On another note, I feel your pain. That's why my hack is currently on stasis.

____________________
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