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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Super Mario RPG Hacking - Has anyone created a skin for 8-bit Mario? New thread | New reply


silbiwen
Posted on 03-21-13 10:25 AM Link | Quote | ID: 153571

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Would such a concept actually require redrawing over Mario's sprite and animations from the ground up? It seems that the game's designers already did the job of map animations, at least for just average gameplay. Any context-specific animations, cutscenes and obviously battles are a complete bust unless someone took the time to apply custom adaptations of the sprite, obviously, but even the bare minimum of having 8-bit Mario to run and jump around maps with would be neat.

It just seems like such a nifty idea, and the Booster Tower tidbit is so memorable, that it seems like something a guy who's not as completely alien to romhacking as I am would've jumped on at some point, but I've never heard tell of such a cosmetic patch or code, if either exist. If they don't, well, I guess it falls back to my first question. How difficult would the bare minimum application of this idea be?

Zealous98
Posted on 04-22-13 05:16 AM Link | Quote | ID: 153746


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The event calls up a script that remotely controls the 8-bit Mario sprite, while the "real" Mario is behind the curtains. So, really, the only option is to replace Mario's sprite, if you want him running around the world and whatnot. That's what you're getting at, right?

Best way to do this is to change Mario's BPP address and pallette to match 8-bit Mario, then manually rearrange the tiles in each of his molds.

Main - Super Mario RPG Hacking - Has anyone created a skin for 8-bit Mario? New thread | New reply

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