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Main - Posts by Trelior |
Trelior |
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Level: 99 Posts: 1/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
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 |
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Level: 99 Posts: 2/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
I actually figured it out not long after posting this thread, I forgot to edit my post, though.
Thanks. |
Trelior |
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Level: 99 Posts: 3/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
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 |
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Level: 99 Posts: 4/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
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 |
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Level: 99 Posts: 9/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
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 |
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Level: 99 Posts: 10/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
Posted by zbyte Thanks Posted by zbyte 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 |
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Level: 99 Posts: 11/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
Posted by Quick Curly Thanks! Posted by Quick Curly Ah, okay... Now I know better... |
Trelior |
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Level: 99 Posts: 12/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
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 |
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Level: 99 Posts: 13/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
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 |
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Level: 99 Posts: 14/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
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 |
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Level: 99 Posts: 15/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
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 |
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Level: 99 Posts: 16/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
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 |
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Level: 99 Posts: 17/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
Posted by KP9000 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 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 |
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Level: 99 Posts: 18/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
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 |
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Level: 99 Posts: 19/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
Posted by KP9000 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 |
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Level: 99 Posts: 20/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
Posted by KP9000Posted by KP9000Ignore Ice Graphics. I meant Plains Graphics. I knew what you meant. Posted by KP9000 Alright, I think I have it now. All I need to do is test it to see if I understand. |
Trelior |
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Level: 99 Posts: 21/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
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 |
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Level: 99 Posts: 22/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
COULD you move this for me? |
Trelior |
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Level: 99 Posts: 23/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
Yeah, a big MOUND of it. |
Trelior |
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Level: 99 Posts: 24/2602 EXP: 9756102 Next: 243898 Since: 07-12-09 Last post: 4498 days Last view: 4485 days |
I lost, big time. So I will contribute two pics.
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Main - Posts by Trelior |
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