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

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Tyty
Posted on 05-22-07 02:39 AM Link | Quote | ID: 37331


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I need a way to stop the shelless koopas from jumping back into their shells

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Mattrizzle
Posted on 05-22-07 06:15 AM Link | Quote | ID: 37357


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Posted by tyty210
I need a way to stop the shelless koopas from jumping back into their shells
You can do that without extensive ASM hacking. Just use Tweaker or Mario World Reconfigurator.

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tt87
Posted on 05-23-07 08:35 PM (rev. 2 of 05-23-07 08:37 PM) Link | Quote | ID: 37752


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I have been having a problem with Tweaker.

I've tried to make a "Super Buzzy Beetle" that is invincible to Spin Jump and Cape, hurts to touch, and acts like a combination of the blue and yellow koopas (run fast, jumps over moving shells, and avoids ledges.) The only problem is that when I add all these extra bits, the GFX changes for some odd reason. Instead of using (for example) tile 0x30 and 0x31, it uses 0x30 and 0x40. Is there any way to fix this?

This is the Tweaker code: 0080291801CC8AFC

Here is what it looks like in Tweaker for those who may be able to answer immediately:



And here it is in-game:

Mattrizzle
Posted on 05-23-07 09:04 PM (rev. 2 of 05-23-07 09:05 PM) Link | Quote | ID: 37759


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Posted by trip dering
I have been having a problem with Tweaker.

I've tried to make a "Super Buzzy Beetle" that is invincible to Spin Jump and Cape, hurts to touch, and acts like a combination of the blue and yellow koopas (run fast, jumps over moving shells, and avoids ledges.) The only problem is that when I add all these extra bits, the GFX changes for some odd reason. Instead of using (for example) tile 0x30 and 0x31, it uses 0x30 and 0x40. Is there any way to fix this?

That's because it's using the Koopa Troopa tilemap. MikeyK didn't add tilemap support to this version of Tweaker. To give the sprite Buzzy Beetle tilemap, open your ROM in a hex editor, go to $9E91 and change 00 to 5A

--OR--

Download Mario World Reconfigurator and change Sprite 12's Graphic Byte 2 to 5A.

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Remnic The Hedgehog
Posted on 05-24-07 12:39 AM Link | Quote | ID: 37816


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I need a Frozen Bullet Bill sprite. Just like all other frozen sprites, jumping on it makes Mario bounce off of it and that the sprite uses palette E or F.

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Hamtaro126
Posted on 05-24-07 02:17 AM Link | Quote | ID: 37849


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How do I make Koopas more like in SMB 1 and 3 where the Shell-less
Koopas do not HOP OUT of the shell and instead turn into a Regular Koopa.

Please tell me how to do that!

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Tyty
Posted on 05-24-07 02:43 AM Link | Quote | ID: 37861


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this was posted earlier in this thread,
I don't understand the address thing at all though

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Hamtaro126
Posted on 05-24-07 03:38 AM Link | Quote | ID: 37882


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Posted by tyty210
this was posted earlier in this thread,
I don't understand the address thing at all though


You only said about the koopa getting IN the shell, not OUT like in my previous response. Next time be more specific!

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icegoom
Posted on 05-24-07 05:11 PM Link | Quote | ID: 38016


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Posted by Hamtaro126
You only said about the koopa getting IN the shell, not OUT like in my previous response. Next time be more specific!


Look back farther. This article may or may not explain the exact process more clearly.

tt87
Posted on 05-24-07 08:14 PM Link | Quote | ID: 38056


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Posted by Mattrizzle87
Posted by trip dering
I have been having a problem with Tweaker.

I've tried to make a "Super Buzzy Beetle" that is invincible to Spin Jump and Cape, hurts to touch, and acts like a combination of the blue and yellow koopas (run fast, jumps over moving shells, and avoids ledges.) The only problem is that when I add all these extra bits, the GFX changes for some odd reason. Instead of using (for example) tile 0x30 and 0x31, it uses 0x30 and 0x40. Is there any way to fix this?

That's because it's using the Koopa Troopa tilemap. MikeyK didn't add tilemap support to this version of Tweaker. To give the sprite Buzzy Beetle tilemap, open your ROM in a hex editor, go to $9E91 and change 00 to 5A

--OR--

Download Mario World Reconfigurator and change Sprite 12's Graphic Byte 2 to 5A.


Thank you.

NintendoFreak
Posted on 05-26-07 01:54 AM (rev. 2 of 05-26-07 02:02 AM) Link | Quote | ID: 38458


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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)
Ya I know that post was along time ago but I've done this before with tweaker.
EDIT:it was a while and forgot how to do this!

tt87
Posted on 05-26-07 03:44 AM Link | Quote | ID: 38496


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I need a custom sprite.

One that acts sort of like a koopa, except it's invincible to everything except fire, and spawns four other koopas around it when you enter the screen it's on. ONLY ONCE though. After the four other koopas are dead (one of each color) then you can kill the "boss koopa". Killing it ends the level.

Remnic The Hedgehog
Posted on 05-28-07 06:31 PM Link | Quote | ID: 39180


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I want to request a generator type sprite. It should work like this. When Mario brings a key to the generator, it activates the warp in the screen. And when Mario returns to the same level as the generator, the sprite disappears and instead, a door takes its place. And can I have the sprite look like the keyhole?

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Tyty
Posted on 05-28-07 07:40 PM (rev. 2 of 05-28-07 07:41 PM) Link | Quote | ID: 39189


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a generator that drops platforms, 4 16X16 blocks wide, 1 tall, and a generator that spawns rising platforms of the same size, these platforms mario can jump through, and will dissapear when they reach the top of the screen (like in SMB)

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Remnic The Hedgehog
Posted on 05-29-07 09:58 PM Link | Quote | ID: 39431


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Thats quite easy. Just use a sprite generator and let it generate the line guided platform. Use the line blocks to guide the platform upwards and when it goes offscreen, it will disappear. You can do the same for platforms going downwards.

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Tyty
Posted on 05-30-07 03:19 AM Link | Quote | ID: 39504


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doesn't work, it makes them jump in like dolphins... creepy

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Remnic The Hedgehog
Posted on 05-30-07 02:41 PM Link | Quote | ID: 39569


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You might want to ask Ghettoyouth. He did this method for his Stranded demo. He could help arrange the generator and line guides for you ( I can't because Sprite Tool hates me)

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icegoom
Posted on 05-30-07 08:33 PM Link | Quote | ID: 39606


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Couldn't you curve the line guide up and back down off-screen so that the upwards moving platforms become downwards moving ones a few screens later? (Not sure how to prevent the player from riding the platforms over the level that way, though)

Remnic The Hedgehog
Posted on 06-05-07 06:21 PM Link | Quote | ID: 42628


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Can I get a custom Boo which works much like the Pink Boos from Super Mario Sunshine? When this Boo is hit by a throwable object, fireball or cape spin, it changes into a boo block and then changes back after the same period of time it takes for a Dry Bones to re-assemble itself.

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tt87
Posted on 06-06-07 01:42 AM Link | Quote | ID: 42738


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Posted by icegoom
Couldn't you curve the line guide up and back down off-screen so that the upwards moving platforms become downwards moving ones a few screens later? (Not sure how to prevent the player from riding the platforms over the level that way, though)


The "Invisible Solid Block" sprite.
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Main - SMW Hacking - ASM Hack\Custom Block\Custom Sprite request thread New thread | New reply

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