| |||
Views: 88,608,415 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 05-21-24 08:46 AM |
|
Guest: Register | Login |
Main - Posts by icegoom |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 1/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
Should Toad have just an outer black outline, or darker inner lines, too?:
I think the inner lines make him look kind of muddled. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 2/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
Here now. I really ought to update SMWRedrawn so that people don't have to use the old cave and castle foregrounds anymore. Here are a couple of .bin files if you're interested.
Cave graphics Castle graphics (brick floor still unchanged) This hack looks decent. The Yoshi's Island background is well-used, and it always warms my heart to see Birdos. Mushrooms replacing goombas might get confusing, though... |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 3/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
Posted by Raccoon Sam SMWCentral's ROM map says it's x147C8. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 4/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
You made transition tiles between the walls and lava/fences. Nice attention to detail! I remember seeing this hack way back. Good luck finding help with your levels and finally getting something released. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 5/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
Excellent palette work. You've improved a lot even from this: I'm glad to hear you're still working on this. I was always looking forward to playing it. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 6/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
New Acmlm's Board, new Mario's Lost World thread. Let's hope I don't let it languish like the old one) First off, some new shots of previously completed areas:
Doing graphics for an ocean liner in a side-scrolling view is difficult. This is one of the first levels I started on, and I'm still not done with all the graphics for it. Just showing the new border and text... A variety of SMB2 enemies in the yellow switch palace. Layer 3 water has priority now, basically. Not that anyone will have anything to compare to, but I've recently made a lot of efforts to tone down the difficulty on this level. The wonders of remapping your sprites. Not much has changed here. Still lotsa stuff for Yoshi to eat. This castle is now completed. I redesigned a lot of it to fit my design philosophy of a castle being a comprehensive test of the world you've just played through. Can you find your way out of the Sumos' forest? (I'm hard up for captions here...) I've added a few Venus Fire Traps here, but otherwise it's the same as in the video. Here's some clear shots of this level instead of a blurry video. It's still the same. A bit more enemy variety here than previously revealed, plus my newly completed wooden trestles and stakes. I'm aware the background is glitched in the first shot. I've been too lazy to fix that. The second shot is an underwater bonus area. The third shot is, like, a super secret area. With Splunkins. OK, and here are some shots of the two new areas I've been working on this week. First up, Tribal Towers, the first vertical level: A couple of original sprites here: Gabon and Grey Snifit, as well as my first use of Bomb Koopas and some snazzy red Rexes. And here's my new jungley castle set: Again, my castles are meant to include elements of all the levels from the world you've just gone through. All castle shots subject to change before the final release. All right, so what do I have to do before I can release a three world demo? Finish the ocean liner set, finish my very rudimentary swamp tileset, and finish the level design for castle number two. I'm smelling an end... |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 7/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
Posted by pikaguy900 Well, if you got anything done on the castle at all, go ahead and send it my way. I'm sure I could use it in one way or another. I actually do have vine-covered brick graphics done, I just haven't done the map16 for them yet: Posted by Juggling Joker I just recolored it to make use of my 15 color palettes. That line-guided machine sprite is so strange I really am at a loss as to how I could redraw it. What is it even supposed to be? It's a blue box that changes shape with weird circles attached. I don't even understand how such a device is supposed to function. Yeah, I've never really liked that thing, but I'm not mechanically-minded enough to make a decent-looking replacement. Posted by Imajin DKC2 remains a huge inspiration for me, but it is hard to follow its level design philosophy with SMW's engine. Posted by Apophis Nah, I'm no programmer. If there's a patch for something, like classic fireballs or SMB3 bricks, I apply it, but have no ability to make such changes myself. The only data I'm really capable of finding is enemy tilemaps, but I've done extensive changes there to allow enemy combinations that would be impossible in the original game. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 8/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
Cute! Do you have any design ideas for Prince Toadstool or Queen Koopa yet? |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 9/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
The head definitely looks better, but I still have reservations about the inner outlines on his vest. Maybe if I got rid of the yellow trim I'd have a bit more room to work. (I already had to remove the trim on little Toad because of lack of space) |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 10/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
Posted by Sparx All right, glad you could use something. Have you ever released a demo of this before? I remember those red and blue Koopa descriptions, but I could have just read them from screenshots. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 11/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
I've been spending a bit of time archive diving lately. More information on the cage sprite can be found here:
http://acmlm.no-ip.org/archive2/thread.php?id=17188 (Direct links to the archive don't seem to be working, so copy and paste that into your address bar) |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 12/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
.mwl's should be fine. I've got plenty of back-ups if I want to see the rest of the hack as it was three months ago. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 13/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
Posted by KPhoenix I believe most people use Geiger's SNES9x debugger, but I have no idea how to work the thing and know of no documentation to learn. Personally, all I know how to find is sprite tilemaps. For that, I open Lunar Magic's 8x8 tile editor and put the mouse over a tile to find its value. (For instance, Goomba's first walking frame has a value of A8) Then I open the game in a hex editor and search for that value. There are a lot of A8's in the ROM, so this is pretty damn inefficient. If the sprite has a bunch of frames strung next to each other, it's a lot easier to recognize the pattern. Goomba's two walking frames are A8 AA, so if they're stored in sequence like that, they're easier to spot. (It also helps to have a general idea where in the ROM to look. All the standard sprites are right next to each other) A lot of the time, individual frames are stored separately, which makes things more difficult. The individual frames are often stored in a pattern like this: A9 (desired value) xx 02 But that's not always the case. Anyway, once you think you've found the value, you change it to something else, save, play the game up to the point where you encounter the sprite, and see if anything's changed. If so, you've found an address. If not, change the value back to what it was and look elsewhere. All right, so I think I've found the tilemap for Line-Guided Grinder (The Ground-Guided one is somewhere else) It's xDE28, but it acts weird when I change it. The one value controls both of Grinder's frames. Sometimes the value entered is the first frame, then the 16x16 tile to its immediate right is automatically chosen to be the second frame. But then sometimes it chooses the tile to the left. And sometimes both frames are the exact same tile. Maybe someone smarter than me can figure out how it works. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 14/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
Those red circles are pulley wheels? That sort of makes sense, but the machine's not really centered correctly on the line for it to look like the rope's actually going through the wheels. And that totally wouldn't work on a vertical line unless the machine was turned on its side.
I've spent tonight integrating some areas pikaguy made for me into the jungle castle. I've also come up with an idea for how I might create a level with pseudo working Chain Chomps, but it's going to be a little tricky to implement... |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 15/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
You've circled the little white stars, mushrooms, and flowers that appear out in the tan border.
I assume that the reason there's teal squares where Mario and the map itself ought to be is because you've turned off everything but layer three. If you've got everything turned on, then I don't know how you've managed to lay priority enable tiles all over everything. All right, here's the tiles you need to fix the border. See the white V W I O H outlined in red? Underneath the "I" is a corner piece. Underneath the "O" is a horizontal line running across the top of the tile. Beneath the "H," you need a vertical line running up the right side of the tile. Now, look at the big numbers that indicate how many stars you have. They're split in half. Beneath the bottom halves are where the shadow tiles go. The corner shadow tile goes beneath the bottom half of the big eight, the horizontal shadow tile goes beneath the bottom half of the big nine, and then the vertical shadow tile goes next to that. They look like they're pieces of the title unless rendered in the correct palette, so those are easy to miss. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 16/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
Stifu: That forest background is the first one I drew, before I really knew how backgrounds worked. I tried to cram detail into every available tile and ran out of space. Were I doing it now, I'd leave huge patches of solid color to save tile space and cut down on the "busyness." I know it needs replacing, I just have an aversion to doing backgrounds because they're so much more work than foregrounds or sprites. It does become less obtrusive when I turn the contrast down on the background, though. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 17/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
I was just reading a thread about this in the archives the other day. I'd link you to it if I could find it again... Anyway, go to x7A78 and change D0 to 80. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 18/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
The tile used by "5" should be at x12F5C, and the tile used by "up" should be at x12F72. If I recall correctly, the 5-up graphics are weirdly flipped, (It's hard enough to actually see the 5-up graphics in-game that I don't feel like looking for myself) and I don't know if there's a fix for that or not. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 19/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
This probably isn't the release most people are wanting from me. I'm getting this out of my way so I can focus entirely on Lost World.
A little backstory on this... Back in December, Juga put up a one level demo of a New SMB remake at SMW Central. Not to sound cruel, but it was just really incompetently done. Just for fun, I decided to spend one night fixing all the errors in his level. I used screenshots and spritesheets to recreate the graphics, and since I don't actually have a DS, I watched some Youtube videos to get the level design. I also did several fixes like applying BMF's Perfect Bricks patch, making stompable Goombas, and changing some enemy tilemaps. I enjoyed remaking 1-1 enough that I decided to remake the entire first world using the same processes. I started this on Christmas Eve and gave myself a deadline of New Year's Day. I got quite a bit done, but didn't quite achieve my goal of a complete world. I've picked at it here and there and since then, but I don't really have the drive to finish it when I have an actual hack I need to be working on. So... anyone who's interested in this can work on it further. I'm including the .asm files for custom sprites and a .dsc file so you can see which custom blocks have been used. Or... anyone is free to just gut it for ExGfx. There's a pretty nice original Mario sprite included. (Well, big Mario's good. Little Mario is big Mario lazily resized) Just putting this out there. If no one's interested, maybe I'll work on it some more after I finish Lost World. Whatever. Screens: And Download. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 20/195 EXP: 216052 Next: 13127 Since: 02-25-07 From: United States Last post: 6072 days Last view: 6073 days |
Posted by Juggling Joker I've never actually played NSMB, but from what I've seen in videos, the levels strike me as being rather short and simplistic. Maybe it picks up after World 1. Color reducing ripped tiles isn't too bad if you manually pick out your palette beforehand. The hard part was the backgrounds, which I had to draw pretty much from scratch. (Probably why I did two of them, and niether is really complete) Posted by Cat Justice Both the Tower and Castle have moving layer 2 pieces, so I had to use SMW's layer 3 background. It'd be nice if we could figure out how to edit that thing... Posted by Nyletak Hee hee! I'll leave those to whatever ASM god decides to take this over. (Yeah, right) The spin jump is slightly analogous to the ground pound in that it can break bricks from above, I guess. Posted by Davros I don't know that Juga's seen this yet, but I can't imagine he's going to be very happy with me, since he's since indicated a desire to continue his NSMB remake. I heavily considered never, ever releasing this because it's pretty jerk-like for me to swoop in and steal someone else's idea, but meh. His first release was pretty crappy. He could use this as a base to continue his work if he so wishes. Posted by Sgraff87 After four complete redraws, I've yet to come up with a player sprite I'm fully satisfied with. It's just really difficult to make a decent-looking sprite with SMW's limitations on size and number of walking frames. Maybe I'll perfect it on my fifth try? Posted by Kirby Mario Ha ha! That's me! |
Main - Posts by icegoom |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 134, rows: 166/166, time: 0.224 seconds. |