Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,514,518
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-02-24 07:31 PM
Guest: Register | Login

0 users currently in SMW Hacking | 2 guests

Main - SMW Hacking - ASM Hack\Custom Block\Custom Sprite request thread New thread | New reply

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

icegoom
Posted on 03-09-07 11:32 PM Link | Quote | ID: 12808


Cheep-cheep
Level: 33

Posts: 26/195
EXP: 215733
Next: 13446

Since: 02-25-07
From: United States

Last post: 6053 days
Last view: 6055 days
How would you want the palette arranged for the sprite? I'm thinking white, black, four or five shades of grey, three skin tones, two reds, and two blues. Thing is, if the first five shades of Mario's palette aren't white, black, dark brown, medium brown, light brown, it messes up the palettes of some of the enemies. Here's a quick color reduced version, anyway:



What are the last three poses supposed to be? I'm assuming the final one is ducking?

Phoenix Yoshi
Posted on 03-09-07 11:58 PM Link | Quote | ID: 12816


Red Cheep-cheep
Level: 34

Posts: 89/216
EXP: 251607
Next: 2044

Since: 02-19-07
From: Georgia

Last post: 5572 days
Last view: 5545 days
I wonder, is there ever a chance of having a SMW Bowser sprite in custom sprite form? It'd be nice to have multiple Bowser fights in a hack and have them all be different somehow...

But I'm sure that's nearly impossible to make. As for a more realistic idea....

How about a sprite that ends the level when all 5 Yoshi coins are collected in a level? Or how about a block that adds a Yoshi Coin to Mario's total when hit? A sprite that creates a door/any Map16 block when you have 5 Yoshi Coins?

Pandaren
Posted on 03-10-07 06:35 PM Link | Quote | ID: 13438


Level: 24

Posts: 29/92
EXP: 69904
Next: 8221

Since: 02-26-07

Last post: 5289 days
Last view: 5268 days
Posted by icegoom
How would you want the palette arranged for the sprite? I'm thinking white, black, four or five shades of grey, three skin tones, two reds, and two blues. Thing is, if the first five shades of Mario's palette aren't white, black, dark brown, medium brown, light brown, it messes up the palettes of some of the enemies. Here's a quick color reduced version, anyway:



What are the last three poses supposed to be? I'm assuming the final one is ducking?


Yes it would mess up, but it can be fixed right?

The three last are death, death2 and ducking.

____________________
Layout Base by Kattwah

icegoom
Posted on 03-10-07 06:42 PM Link | Quote | ID: 13443


Cheep-cheep
Level: 33

Posts: 32/195
EXP: 215733
Next: 13446

Since: 02-25-07
From: United States

Last post: 6053 days
Last view: 6055 days
I guess you'd stick the skin tones in the slots normally used by the browns and end up with peach colored moles and turn blocks. SMW only has one death frame, and it flips back and forth horizontally.

Pandaren
Posted on 03-11-07 04:14 PM (rev. 2 of 03-11-07 04:17 PM) Link | Quote | ID: 13847


Level: 24

Posts: 30/92
EXP: 69904
Next: 8221

Since: 02-26-07

Last post: 5289 days
Last view: 5268 days
Posted by INSERT COIN
Posted by icegoom
How would you want the palette arranged for the sprite? I'm thinking white, black, four or five shades of grey, three skin tones, two reds, and two blues. Thing is, if the first five shades of Mario's palette aren't white, black, dark brown, medium brown, light brown, it messes up the palettes of some of the enemies. Here's a quick color reduced version, anyway:



What are the last three poses supposed to be? I'm assuming the final one is ducking?


Yes it would mess up, but it can be fixed right?

The three last are death, death2 AKA. the second choice of dying and ducking.


Yay, peach colored moles!

...yeah, im not great with these pallete things...
What would you suggest, since you have done this far more than me?

____________________
Layout Base by Kattwah

Darkdata
Posted on 03-17-07 05:46 PM Link | Quote | ID: 16207


Mole
Level: 43

Posts: 110/366
EXP: 554998
Next: 10048

Since: 02-19-07
From:

Last post: 6131 days
Last view: 6130 days
Is it possible to request a hack that disables the "victory pose" when you beat a level with Yoshi? Due to a few gfx oddities I really need it disabled. Thanks for any and all help.

____________________

Luigi-5
Posted on 03-30-07 02:44 AM (rev. 2 of 03-30-07 02:46 AM) Link | Quote | ID: 20930

Newcomer
Level: 4

Posts: 2/2
EXP: 223
Next: 56

Since: 03-20-07

Last post: 6243 days
Last view: 6217 days
Icegoom said someone should make real SMB3 Koopas, right? What about using some of the Buzzy Beetle's data and converting it with any of the koopas, so if you stomp on it, the shell will shake in a while after stunned and the koopa will start walking again.
Think an unprotected Buzzy Beetle that will die with a fireball(green koopa) or an unprotected buzzy beetle that doesn't fall off ledges(red koopa)

icegoom
Posted on 03-30-07 04:33 AM Link | Quote | ID: 20946


Cheep-cheep
Level: 33

Posts: 48/195
EXP: 215733
Next: 13446

Since: 02-25-07
From: United States

Last post: 6053 days
Last view: 6055 days
Posted by Luigi-5
Icegoom said someone should make real SMB3 Koopas, right? What about using some of the Buzzy Beetle's data and converting it with any of the koopas, so if you stomp on it, the shell will shake in a while after stunned and the koopa will start walking again.
Think an unprotected Buzzy Beetle that will die with a fireball(green koopa) or an unprotected buzzy beetle that doesn't fall off ledges(red koopa)

Somebody would have to find the data for both Buzzy Beetle and Koopa Troopa, possibly disassemble both, and move the code over in such a way that avoided all glitches. I've tried poking around a bit with Geiger's SNES Debugger, but yeah, I don't really know what I'm doing or what I'm even looking for.

I recently saw a hack that tweaked Buzzy Beetle to change it into a 16x16 green Koopa. Also having red ones that stayed on ledges was out of the question, though.

Forte.EXE
Posted on 04-04-07 09:22 AM Link | Quote | ID: 23182


Koopa
Level: 25

Posts: 26/103
EXP: 82667
Next: 6953

Since: 03-19-07

Last post: 5445 days
Last view: 5420 days
Hmm.... I got a question: is there a slight possibility that you can do an ASM hack which will allow you to use all known enemy sprites in one leevel.

To make it more simpler (and hopefully a bit clearer), take the Mario Adventure hack for instance. In it's final level, Bowser's level made use with all known enemy sprites on different settings. Is it possible with a little ASM work and know-how, to duplicate that on an SMW hack (and also setting it on different screens so it switches to the next sprite gfx, ect.).

If it is highly possible, this little ASM work could bring a new slew of challenges when it comes to SMW hacking.

icegoom
Posted on 04-05-07 03:23 PM Link | Quote | ID: 23645


Cheep-cheep
Level: 33

Posts: 53/195
EXP: 215733
Next: 13446

Since: 02-25-07
From: United States

Last post: 6053 days
Last view: 6055 days
Posted by Forte.EXE
Hmm.... I got a question: is there a slight possibility that you can do an ASM hack which will allow you to use all known enemy sprites in one leevel.

To make it more simpler (and hopefully a bit clearer), take the Mario Adventure hack for instance. In it's final level, Bowser's level made use with all known enemy sprites on different settings. Is it possible with a little ASM work and know-how, to duplicate that on an SMW hack (and also setting it on different screens so it switches to the next sprite gfx, ect.).

If it is highly possible, this little ASM work could bring a new slew of challenges when it comes to SMW hacking.

Really, the only thing preventing you from using every enemy in the same level is graphical glitching, right? You can use ExGfx to make some unique enemy sets and just link levels together with doors or pipes.

But the one thing you can never do is use two enemies that share the same graphics space. You can remap enemies to use different graphics space, however. (You could put Banzai Bill and Big Boo together if you moved one of them to the right half of SP4, for instance) I'd say what you ought to do is figure out which enemy combinations you want on a particular screen and work on remapping and creating ExGfx files to make it possible. You're never going to have every single enemy on the same screen, so just figure out which enemy set you want for a given area and work towards that.

Tyty
Posted on 04-20-07 11:36 PM Link | Quote | ID: 28318


Vire
Jizz Danmaku
Level: 77

Posts: 1/1381
EXP: 4048087
Next: 143042

Since: 04-20-07
From: Canada

Last post: 4453 days
Last view: 3726 days
I have a need for a block

you know the yellow blocks that turn into yoshi eggs in SMW2?
I was wondering if someone could make that with green eggs that hatch into yoshi's for SMW

____________________

Ninetales
Posted on 04-20-07 11:40 PM (rev. 2 of 04-20-07 11:41 PM) Link | Quote | ID: 28319


Panser
Level: 42

Posts: 214/338
EXP: 492535
Next: 28827

Since: 02-19-07

Last post: 5517 days
Last view: 4915 days
Posted by tyty210
you know the yellow blocks that turn into yoshi eggs in SMW2?
I was wondering if someone could make that with green eggs that hatch into yoshi's for SMW
Is there any reason at all why you couldn't use the normal ?-block with a Yoshi inside?

Tyty
Posted on 04-21-07 12:30 AM (rev. 2 of 04-21-07 12:58 AM) Link | Quote | ID: 28328


Vire
Jizz Danmaku
Level: 77

Posts: 2/1381
EXP: 4048087
Next: 143042

Since: 04-20-07
From: Canada

Last post: 4453 days
Last view: 3726 days
Posted by Ninetales
Posted by tyty210
you know the yellow blocks that turn into yoshi eggs in SMW2?
I was wondering if someone could make that with green eggs that hatch into yoshi's for SMW
Is there any reason at all why you couldn't use the normal ?-block with a Yoshi inside?


because, these look cooler, and I could have different colors inside them

____________________

icegoom
Posted on 04-21-07 03:59 AM Link | Quote | ID: 28387


Cheep-cheep
Level: 33

Posts: 55/195
EXP: 215733
Next: 13446

Since: 02-25-07
From: United States

Last post: 6053 days
Last view: 6055 days
You could just make a block that looks like a Yoshi's Egg block from Yoshi's Island and change the MAP16 for the question block with Yoshi inside.

Phoenix Yoshi
Posted on 04-21-07 04:31 AM (rev. 2 of 04-21-07 04:32 AM) Link | Quote | ID: 28401


Red Cheep-cheep
Level: 34

Posts: 159/216
EXP: 251607
Next: 2044

Since: 02-19-07
From: Georgia

Last post: 5572 days
Last view: 5545 days
Posted by tyty210
because, these look cooler, and I could have different colors inside them


Sorry to burst your bubble, but I tried that already. I tried using hex to change a block to spawn a Yoshi egg that turns a different color depending on its X-position, but it STILL turned into a Green Yoshi egg. In fact, at the address for what sprite the Yoshi Egg Block spawns, you'll find that same Sprite's number... So yeah, unless someone makes a custom sprite Yoshi egg that's always the same color no matter what AND someone is able to get a Block to spawn Custom Sprites, then this is virtually impossible for now... But it's still a nice idea. It's just... a bit too hard right now.

Mattrizzle
Posted on 04-21-07 05:21 AM (rev. 2 of 04-21-07 05:22 AM) Link | Quote | ID: 28416


Red Cheep-cheep
Level: 33

Posts: 2/202
EXP: 226453
Next: 2726

Since: 04-21-07
From: United States

Last post: 2427 days
Last view: 2387 days
Posted by Luigi-5
Icegoom said someone should make real SMB3 Koopas, right? What about using some of the Buzzy Beetle's data and converting it with any of the koopas, so if you stomp on it, the shell will shake in a while after stunned and the koopa will start walking again.
Think an unprotected Buzzy Beetle that will die with a fireball(green koopa) or an unprotected buzzy beetle that doesn't fall off ledges(red koopa)

During the time I didn't have an internet connection, I managed to concoct some assembly tweaks that will make all four Koopas go into their shells when stomped.

Here's what you need to change:
98AB: 5C LL MM HH (where HHMMLL is the pointer to where you will place the following data)
This will make the Koopas go into their shells (but only for one frame):
HHMMLL: C9 11 F0 14 C9 04 F0 10 C9 05 F0 0C C9 06 F0 08 C9 07 F0 04 5C AF 96 01 5C CB 96 01

AC18: 5C LL MM HH (where HHMMLL is a different pointer to where you will place the following data)
This gives the Koopas the stun time that Buzzy Beetles, Goombas, and Mechakoopas use:
C0 0F F0 14 C0 04 F0 10 C0 05 F0 0C C0 06 F0 08 C0 07 F0 04 5C 1C AA 01 5C 28 AA 01

The pointers must be in SNES format. If you don't know how to convert an address to SNES format, get Lunar Address. Of course, you also need a hex editor.

____________________

icegoom
Posted on 04-21-07 08:18 AM Link | Quote | ID: 28450


Cheep-cheep
Level: 33

Posts: 56/195
EXP: 215733
Next: 13446

Since: 02-25-07
From: United States

Last post: 6053 days
Last view: 6055 days
Wow. That's pretty much the greatest discovery ever, as far as I'm concerned, Mattrizzle. I just tried it out, and it works perfectly. Excellent job. This is going in my hack immediately. (My poor yellow Koopas are going to complain that this powers them way down, but they'll just have to get over it)

Mattrizzle
Posted on 04-21-07 05:21 PM (rev. 3 of 04-21-07 05:28 PM) Link | Quote | ID: 28529


Red Cheep-cheep
Level: 33

Posts: 3/202
EXP: 226453
Next: 2726

Since: 04-21-07
From: United States

Last post: 2427 days
Last view: 2387 days
Posted by icegoom
(My poor yellow Koopas are going to complain that this powers them way down, but they'll just have to get over it)

I think I may have a solution to that problem.

Instead of this:
Posted by myself

This will make the Koopas go into their shells (but only for one frame):
HHMMLL: C9 11 F0 14 C9 04 F0 10 C9 05 F0 0C C9 06 F0 08 C9 07 F0 04 5C AF 96 01 5C CB 96 01

Put in this:
HHMMLL: C9 11 F0 14 C9 04 F0 10 C9 05 F0 0C C9 06 F0 08 C9 07 F008 5C AF 96 01 5C CB 96 01 5C 8B 96 01

The code above will make the green, red and blue Koopas come out of their shells as the above code does, but the yellow Koopa will instead become an invincible spinning shell when it comes to. Of course, you'll have to shift the code around and change the pointers, but you probably already knew that.

____________________

icegoom
Posted on 04-21-07 09:09 PM Link | Quote | ID: 28563


Cheep-cheep
Level: 33

Posts: 57/195
EXP: 215733
Next: 13446

Since: 02-25-07
From: United States

Last post: 6053 days
Last view: 6055 days
Ooh, that works, too. And it even opens up a new gameplay possibility of carrying a Super Shell to an area where it might be helpful once it wakes up. Nice one!

Tyty
Posted on 04-23-07 07:14 PM (rev. 2 of 04-28-07 05:17 AM) Link | Quote | ID: 29210


Vire
Jizz Danmaku
Level: 77

Posts: 6/1381
EXP: 4048087
Next: 143042

Since: 04-20-07
From: Canada

Last post: 4453 days
Last view: 3726 days
I am just wondering if this would even be possible, but would someone be able to make a hack that not only gives luigi his own graphics, but his own graphics file too? that way it would be easier to find and edit.

EDIT: I should read readmes more often....

____________________
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15


Main - SMW Hacking - ASM Hack\Custom Block\Custom Sprite request thread New thread | New reply

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.105 seconds. (341KB of memory used)
MySQL - queries: 122, rows: 161/162, time: 0.088 seconds.