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Main - Posts by Trelior

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Trelior
Posted on 07-12-09 03:24 AM, in SMB3 Pipe Stage Hacking Link | Quote | ID: 110325


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I'm working on a ROM Hack and am having a slight issue with my pipes on World 2, I don't know how to change the levels to make the output to the world map go to my custom places for the pipes.

Someone, anyone, please explain it to me.

Thanks a million in advance!

Trelior
Posted on 07-12-09 06:54 AM, in SMB3 Pipe Stage Hacking Link | Quote | ID: 110331


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I actually figured it out not long after posting this thread, I forgot to edit my post, though.

Thanks.

Trelior
Posted on 07-12-09 08:59 PM, in SMB3 Pipe Stage Hacking (rev. 2 of 07-13-09 06:25 AM) Link | Quote | ID: 110360


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In a sense, it was still you helping me, Curly. I was rerouted to the thread you gave the tutorial in.

When I finish my maps and title screen, I'll post up a thread with previewing eye candy of the map designs and all that jazz. I hope this hack goes well, I'm having tons of fun messing with stuff.

Trelior
Posted on 07-13-09 04:07 AM, in SMB3 Pipe Stage Hacking Link | Quote | ID: 110373


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Thanks, Curly.

Now to stray the topic a bit to another issue I have in my hack. My custom color palette for Mario to turn him effectively into Luigi has a few holes in it.

I used the SMBColor.exe to swap the color palette, but it didn't change the map sprite for Super or the post-use sprite of the Leaf, P-Wing, or Super Mushroom from the inventory (if I'm green before I use one, I'm red after). What's up with that?

On that note, I also have the issue of being "Mario" when I enter a mini-game house on the screen that you talk to Toad, any tips on how to change that, too?

Trelior
Posted on 07-14-09 05:57 AM, in My ROM Hack, Luigi's Quest (SMB3) (rev. 5 of 07-14-09 06:54 AM) Link | Quote | ID: 110451


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Here's my hack as it stands. The only things left to do is edit levels and comb out a few graphical annoyances on the Overworld and in Mini-game houses, because I used the SMBColor program to switch Mario's palette to green and made all the indicators change from M to L.

But anyway, onto the real meat and potatoes of this thread: the title screen and world map eye candy.


Nifty title screen, huh?


I call it "Grasslands Redux"


Anyone for desert?


Beachfront fun!


Is it just me or is everything really big?


Reach for the stars, the sky's the limit!


Kinda cold all of a sudden...


One hell of a pipe dream.


Time to show that over grown, ugly excuse for a turtle... dragon... thing... Who's boss!

-----------------------------------------------------------------

The annoyances are: the sprite for Super is unchanged and still uses the default palette, and using the inventory reverts the palette.

And

Mini-game houses still use Mario's palette and I want to swap it for Luigi (SMBColor doesn't touch that screen set)

Any help with that would be greatly appreciated!

Trelior
Posted on 07-14-09 06:28 AM, in My ROM Hack, Luigi's Quest (SMB3) (rev. 2 of 07-14-09 06:30 AM) Link | Quote | ID: 110458


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Posted by zbyte
Nicely done


Thanks

Posted by zbyte
how did you change that title screen?


I used Tile Layer Pro, it took some getting used to, but it's a good graphic editing tool.

Incidentally, since the program opened up the whole graphic map of the ROM, that's how I changed the M's to L's to make the change to Luigi more complete.

Believe it or not, it only took me 4 hours to change the title screen into what it is now. That's not counting the 2+ hours I spent experimenting with what graphics went where.


Trelior
Posted on 07-14-09 06:37 AM, in My ROM Hack, Luigi's Quest (SMB3) (rev. 2 of 07-14-09 06:56 AM) Link | Quote | ID: 110462


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Posted by Quick Curly
I like how your World Maps look so far, T! Awesome job! Keep up the great work!

Thanks!

Posted by Quick Curly
ROM Hacking Related Releases is for if you're releasing a version of your hack to the public.

Ah, okay... Now I know better...

Trelior
Posted on 07-14-09 06:41 AM, in My SMB3 hack, Luigi's Quest (rev. 2 of 07-14-09 06:48 AM) Link | Quote | ID: 110464


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This is a repost of this thread, because it was in the wrong place before... If this is still wrong, then I feel retarded...

Here's my hack as it stands. The only things left to do is edit levels and comb out a few graphical annoyances on the Overworld and in Mini-game houses, because I used the SMBColor program to switch Mario's palette to green and made all the indicators change from M to L.

But anyway, onto the real meat and potatoes of this thread: the title screen and world map eye candy.


Nifty title screen, huh?


I call it "Grasslands Redux"


Anyone for desert?


Beachfront fun!


Is it just me or is everything really big?


Reach for the stars, the sky's the limit!


Kinda cold all of a sudden...


One hell of a pipe dream.


Time to show that over grown, ugly excuse for a turtle... dragon... thing... Who's boss!

-----------------------------------------------------------------

The annoyances are: the sprite for Super is unchanged and still uses the default palette, and using the inventory reverts the palette.

And

Mini-game houses still use Mario's palette and I want to swap it for Luigi (SMBColor doesn't touch that screen set)

Any help with that would be greatly appreciated!

Trelior
Posted on 07-14-09 07:00 AM, in SMB3 Title Screen Editor Link | Quote | ID: 110466


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You can use a tile editor program to do that. I used Tile Layer Pro for my title screen, took me several hours to figure it out, but once I did, changing the screen was a snap. Took me 4 hours-ish to make mine.

As for making a program... I'd love for someone to do that. I would, but I'm only an intermediate level programmer with limited knowledge of the languages.

Trelior
Posted on 07-14-09 07:10 AM, in SMB3 Level Editing Link | Quote | ID: 110470


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I'm getting ready to get started on making my levels for my hack (found here) and I have several questions about it...

1) Stage pointers: What all can I do with them?

2) Pointers that lead to other levels: If I move a pipe or a door, do I have to move the pointer with it or can I leave it where it is?

3) Additional bosses in a stage: I want to add a few Boom Booms to a couple of my fortresses, do I have to jump through any extra hoops to do that?

4) Purposefully exploitable levels: If you look at the Bowser's Castle section of my World 8 map on my other thread, you'll see 2 pipes separated by a lock, one takes you to that area and the other leads to an unused pipe stage that I plan on altering to make it a place to recover lives and get powerups if your inventory is empty (I plan on making World 8 pretty tough). Is my plan feasible or frivolous?

/long-winded questionaire

Any help is greatly appreciated!

Trelior
Posted on 07-14-09 07:23 AM, in General SMB3 Hacking Thread Link | Quote | ID: 110472


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I have a number of questions:

1) Stage pointers: What all can I do with them?

2) Pointers that lead to other levels: If I move a pipe or a door, do I have to move the pointer with it or can I leave it where it is? If I have to move it, how do I move it?

3) Additional bosses in a stage: I want to add a few Boom Booms to a couple of my fortresses, do I have to jump through any extra hoops to do that?

4) Purposefully exploitable levels: If you look at the Bowser's Castle section of my World 8 map on my preview thread, you'll see 2 pipes separated by a lock, one takes you to that area and the other leads to an unused pipe stage that I plan on altering to make it a place to recover lives and get powerups if your inventory is empty (I plan on making World 8 pretty tough, and the massive detour to get to it, as well as the requirement of beating Super Tank to unlock it, is to make people want to make a big decision on using it or not). Is my plan feasible or frivolous?

/long-winded questionaire

Trelior
Posted on 07-14-09 07:31 AM, in SMB3 Title Screen Editor Link | Quote | ID: 110473


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Oh, sorry for the misunderstanding there, KP. I guess I should have thought that first response out a little more.

Onto the real point of what I want to say. Do you think it's actually possible to make an editor for the title screen? I mean, there's a lot of tiles on the screen that take their data placement from one small spot in the hex, I'm not sure if you would be able to make something like that without recoding a big portion of the rom data... I'm almost certain I'm wrong though.

Trelior
Posted on 07-14-09 04:05 PM, in General SMB3 Hacking Thread (rev. 2 of 07-14-09 04:06 PM) Link | Quote | ID: 110495


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Posted by KP9000
#1: You usually just move them around... but I once took a hammer bros. level pointer in World 1 and pointed it to the level data for one of the unused pipe levels. Viola, pipes in world 1!


That's weird, because when I moved my pipes around, it seemed like the pipe level data is tied to the pointers at the same coordinate on the original map. I ran into this problem in my World 7 map because my pipes had the right coordinates and all of that, but I would be output in the wrong area, still on a pipe, but the wrong one. That essentially made a complex pipe maze that I didn't deliberately make.

Posted by KP9000
#3: If you want to add more than 1 boom boom in different places, you'll need to know ASM. Reason being, if you kill one, it's coded to stop scrolling, time countdown, and some other stuff and forces you to collect the ? object to complete the level. If you want to add two boom booms in the same room, that requires ASM too, but I believe you go about it a slightly different way. There was a hack that made it so if you kill one boom boom it gives you a powerup and then you kill the last one to get the ? object.


I was just asking about adding Boom Boom to the end of the fortresses, like in Ultimate SMB3, where you have to fight 2+ Boom Booms and have to avoid picking up the crystal until they're all dead or else they still run around, ripping you to pieces while the "Stage Clear" theme played.

Trelior
Posted on 07-14-09 07:30 PM, in General SMB3 Hacking Thread Link | Quote | ID: 110504


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Thanks for the boom boom help!

Now my issue is with pointers in levels, I know how to make it take me to different stages (thanks to Curly's document), but when I try to change the enter/exit points all hell breaks loose and I either end up throwing into nothingness, or into the correct level at the same spot that it would normally send me through that pointer, but the graphic set of the "new" stage is garbled beyond recognition and kinda resembles something triggered by a corrupter, what am I doing wrong?

Trelior
Posted on 07-14-09 07:37 PM, in General SMB3 Hacking Thread Link | Quote | ID: 110506


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Posted by KP9000
It's your level header. Make sure that your level header settings "expect" to load the correct level graphics. Example: If you are in a castle and you want it to load plains graphics, make sure the header is set to use the ice graphics. Otherwise, you'll get some screwed up graphics.


Ah, I'll keep that in mind.

Although when I tested the first time, I changed the 1-1 bonus area to the 1-2 bonus area and it worked well, except that it would spit me out of the pipe in the middle of the coin field at the bottom of 1-2 bonus area, and it was when I tried to change the exit point in the header to try to match up the pipe exit to the pipe that's at the top of the stage, and that's what messed my graphics up. This confuses the crap out of me.

Trelior
Posted on 07-14-09 08:48 PM, in General SMB3 Hacking Thread (rev. 2 of 07-14-09 08:48 PM) Link | Quote | ID: 110512


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Posted by KP9000
Posted by KP9000
Example: If you are in a castle and you want it to load plains graphics, make sure the header is set to use the ice graphics.
Ignore Ice Graphics. I meant Plains Graphics.


I knew what you meant.

Posted by KP9000

Make sure your exit settings match the pipe's coordinates. Remember, 00 is the very top of the screen and 17 or 18 is going to be your ground. Change the exit point in the *pointer* itself instead of the header.


Alright, I think I have it now. All I need to do is test it to see if I understand.

Trelior
Posted on 07-15-09 12:21 AM, in General SMB3 Hacking Thread (rev. 3 of 07-16-09 02:49 AM) Link | Quote | ID: 110546


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Okay. I figured out pointers! The only problem is that if i attempt to make the pointer go to a stage it doesn't usually go to, I either get the weird graphics or total black, but it's still playable.

Possibility to rule out: the pointer's setting was set to the receiving stage's sprite set.

EDIT: I made a spreadsheet with the memory information for all the objects in the game, get it here

RE-EDIT: I just realized that the spreadsheet I uploaded is only for one data set (Plains)... Oops

Trelior
Posted on 07-16-09 01:06 AM, in 1-letter Swap Link | Quote | ID: 110593


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COULD you move this for me?

Trelior
Posted on 07-16-09 02:44 AM, in 1-letter Swap Link | Quote | ID: 110595


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Yeah, a big MOUND of it.

Trelior
Posted on 07-16-09 02:59 AM, in You laugh, you lose Link | Quote | ID: 110596


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I lost, big time. So I will contribute two pics.

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Main - Posts by Trelior

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