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icegoom
Posted on 03-23-07 10:51 AM, in Super Mario Universe II - The Adventure Continues Link | Quote | ID: 18373


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A full hack is always cause for rejoicing, and this one's fairly fun. I'm about ready to enter the fifth castle, but my exit count's pretty abysmal. I don't think I've found any Switch Palaces yet. (Assuming any exist) I've noticed a lot of the problems asdf pointed out, and I'll add that I don't particularly like the palettes on some of the sprites. Those Piranhas really need to be switched to palette D in Tweaker, and I like the Chucks better blue. I don't really like original SMW Koopas mixed with SMWRedrawn shells, either, but I'm just picky that way.

I really enjoy all the attention to detail in your ExGfx. I'm thinking of the Goombas in the Sewers that blink after you stomp them and laughing. The pipe set's really nicely done with all the transition pieces, too. Oh yeah, and the overworld's pretty awesome. There's a bunch of detail packed in. (Again, I love the little goombas standing around)

icegoom
Posted on 03-23-07 10:55 AM, in Super Maria Sisters Link | Quote | ID: 18374


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While I'm certainly not going to say that you ought to change anything, I don't quite get the logistics of the Koopa Girl. Is she wearing a hood that's either made from or made to look like a Koopa? Or is that part of her head and she actually has two sets of eyes? Since Bowsie's a reptillian humanoid, it'd make sense for her minions to also be actual reptiles instead of humans dressed up like them.

But do whatever you want. I have no doubt that you're going to do a great job matching your sprites up to your concept art.

icegoom
Posted on 03-24-07 04:53 AM, in Super Maria Sisters Link | Quote | ID: 18619


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Posted by Sgraff87
She does resemble a human but has some koopa features as well such as a shell and tail. Her hair is cut in a way that resembles a koopa beak and a hair assessory that resembles a koopa's eyes. And her dress is a mix between the belly of a koopa and their night shirt or whatever they wear when they lose their shell. I will sketch up more designs to see what I can make.

Ah... All right, that makes sense. What are you going to do for footwear? Maybe a heeled version of the Koopa's traditional boots?

Hmm... you know, shelless Koopas might be a little tough, since they're shorter than shelled ones. Maybe you could just hunch her sprite over? Or just hex shelless Koopas out altogether... (That doesn't work if you've whacked them with a cape, though.)

icegoom
Posted on 03-24-07 04:56 AM, in Super Mario Universe II - The Adventure Continues Link | Quote | ID: 18620


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Posted by Forte.EXE
Icegoom, Tweaker doesn't work shit for me no matter what I do. Also, it's supposed to originaly have more custom blocks in the game but Blktool gives me the same damn problems as Tweaker so I thought "fuck it, get it done and over with after four years".

Aw, that sucks. Tweaker's damn useful. Not that it really matters, but can you run Sprite Paint or Mario World Reconfigurator?

icegoom
Posted on 03-24-07 05:23 AM, in Super Maria Sisters Link | Quote | ID: 18625


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You can change 0xAC15 from 02 to 00 to make it so that stomping a Koopa just yields a shell. But again, if you hit them with your cape, a shelless Koopa will eventually hop out of the shell anyway. Someone really needs to figure out how to make true SMB3 Koopas...

icegoom
Posted on 03-25-07 03:06 AM, in Super Mario Universe II - The Adventure Continues Link | Quote | ID: 18890


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Posted by asdf

The bat isn't even touching the roof.

The game moves hanging Swooper down one pixel. In order for it to actually touch the ceiling, you need to make a custom tile than juts down a pixel or two.

icegoom
Posted on 03-29-07 08:10 AM, in Fire HP ASM hack released Link | Quote | ID: 20652


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Ooh, could be useful. I don't suppose there's any way to apply this to custom sprites, is there?

icegoom
Posted on 03-30-07 04:33 AM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 20946


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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)

Somebody would have to find the data for both Buzzy Beetle and Koopa Troopa, possibly disassemble both, and move the code over in such a way that avoided all glitches. I've tried poking around a bit with Geiger's SNES Debugger, but yeah, I don't really know what I'm doing or what I'm even looking for.

I recently saw a hack that tweaked Buzzy Beetle to change it into a 16x16 green Koopa. Also having red ones that stayed on ledges was out of the question, though.

icegoom
Posted on 03-31-07 11:23 AM, in Revival of -Undead Unrest- Link | Quote | ID: 21335


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Posted by Zerodius
Although I am still clueless when it comes to EX-GFX, I have decided to complete the levels and beta-test them before proceeding with custom GFX insertion.

It's really not that hard to learn to use ExGfx. Here's a tutorial, if you're interesed, although it looks like you were using Demo World as a base and already had some ExGfx inserted anyway.

Ha ha, I had to dig deep into the archives to find information about this hack. How extensively are you planning to change your levels? The demo I'm playing here is kind of glitchy. Do you plan on making a new overworld now?

A game with the title "Undead Unrest" totally needs some Dry Bones action. It'd be fun if you changed Bowser and the Koopalings into zombified versions of themselves.

icegoom
Posted on 03-31-07 12:48 PM, in SMW ROM Addresses Link | Quote | ID: 21338


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I've got most of Chuck's tilemap documented. I really ought to type that up some time. Here, I don't think these have been found before:

0x9E65 [AE AC 8C 8E]
Rip Van Fish Tilemap (2 swimming frames, 2 sleeping frames)

0x10FD7 [F1 F0 E1 E0]
Rip Van Fish's Z's (pop, large Z, medium Z, small Z)

icegoom
Posted on 03-31-07 11:04 PM, in Revival of -Undead Unrest- Link | Quote | ID: 21464


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Posted by Koitenshin +∞
To all the people that want ExGFX I have one thing to say. Fuck you. Graphics do not matter as long as the gameplay is good. If you think I'm being too rude oh well. How many of you can honestly say you do not go back and play earlier games? 1980's or older...I mean that is why we're here after all.

So to be short. Focus on your level design first. If you learn how to use ExGFX that's good. But do not make a hack to please other people, make it to please yourself.

And yes I know I went a little overboard but I am sick of people saying ExGFX this, ExGFX that. If graphics were the only thing that matter then the only kind of movie would be action movies.

But... nobody in this thread was demanding that he use ExGfx. He said he didn't know how to use them, I provided a link to a tutorial he could use if he so wished. Of course fun levels are more important than graphics. But it does add a lot to the professionalism of a game if you can use a bit of map16 and ExGfx to fix the graphical glitches that can arise from using Nintendo's graphics in ways that weren't originally intended.

I guess I need to play further into this demo to see your new boss fights. If you're sticking a Magikoopa in with Lemmy/Wendy or Big Boo, you could probably fix his graphics if you wanted to do a bit of remapping. If you were sticking him in with the other Koopa Kids, that might be a bit more difficult.

icegoom
Posted on 04-01-07 12:09 AM, in Useful Resources Thread Link | Quote | ID: 21490


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To add to that, this can convert hex and decimal into binary, which can be kind of useful for figuring out xyppccct format.

icegoom
Posted on 04-05-07 03:23 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 23645


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Posted by Forte.EXE
Hmm.... I got a question: is there a slight possibility that you can do an ASM hack which will allow you to use all known enemy sprites in one leevel.

To make it more simpler (and hopefully a bit clearer), take the Mario Adventure hack for instance. In it's final level, Bowser's level made use with all known enemy sprites on different settings. Is it possible with a little ASM work and know-how, to duplicate that on an SMW hack (and also setting it on different screens so it switches to the next sprite gfx, ect.).

If it is highly possible, this little ASM work could bring a new slew of challenges when it comes to SMW hacking.

Really, the only thing preventing you from using every enemy in the same level is graphical glitching, right? You can use ExGfx to make some unique enemy sets and just link levels together with doors or pipes.

But the one thing you can never do is use two enemies that share the same graphics space. You can remap enemies to use different graphics space, however. (You could put Banzai Bill and Big Boo together if you moved one of them to the right half of SP4, for instance) I'd say what you ought to do is figure out which enemy combinations you want on a particular screen and work on remapping and creating ExGfx files to make it possible. You're never going to have every single enemy on the same screen, so just figure out which enemy set you want for a given area and work towards that.

icegoom
Posted on 04-06-07 08:51 AM, in Abandoned Side Project: NSMB Remake Link | Quote | ID: 23991


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Ha ha! I saw that. His is slightly better than Juga's, at least. But seriously, what is up with making the ledges in level 1-1 walkthrough instead of solid? Am I missing something and Mario can walk in front of the walls in the DS version? They looked like they should be solid to me, but again, I've never actually played the game. He also has those weird turn blocks with nothing in them in that particular video, but he turned them into proper breakable bricks in a later upload. Why is his Fire Mario black?

Carryable Goombas have no place in a remake of any sort. If you can't bother changing a couple of bytes in Tweaker to make them squishable, at least stick some skin-swapped shelless Koopas in their place.

There's also this, which is the first hack I'm aware of that's using this hack as a base. I'm not thrilled with the fact that he's using arrow signs with that particular palette, and sticking SMW water next to NSMB ledges looks baaad. Also, all the little mistakes I left in are going to get transferred over to his hack. (wrong tiles in the background, some bad palettes, holes in the scenery, and that one flying tile that's from Lost World...) Oh well.

icegoom
Posted on 04-21-07 03:59 AM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 28387


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You could just make a block that looks like a Yoshi's Egg block from Yoshi's Island and change the MAP16 for the question block with Yoshi inside.

icegoom
Posted on 04-21-07 08:18 AM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 28450


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Wow. That's pretty much the greatest discovery ever, as far as I'm concerned, Mattrizzle. I just tried it out, and it works perfectly. Excellent job. This is going in my hack immediately. (My poor yellow Koopas are going to complain that this powers them way down, but they'll just have to get over it)

icegoom
Posted on 04-21-07 09:09 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 28563


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Ooh, that works, too. And it even opens up a new gameplay possibility of carrying a Super Shell to an area where it might be helpful once it wakes up. Nice one!

icegoom
Posted on 04-22-07 08:56 AM, in Super Maria Sisters Link | Quote | ID: 28729


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Prince Toadstool could be the biggest, hairiest oaf in all of the Mushroom World and it wouldn't diminish his masculinity a bit to be captured by Bowsie. Because she's that badass. Is he being lassoed into the Koopa Klown Kopter there?

I do like the way his outfit sort of mirror's Peach's dress with the puffy sleeves and the jewel on his belt. And I'm loving the Toadette-inspired braids on Toadsie.

icegoom
Posted on 04-23-07 09:31 PM, in Super Maria Sisters Link | Quote | ID: 29243


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Posted by Sgraff87
I am thinking traditional koopas instead. Stomp on them and they go into their shell.

Hey, just to let you know, Mattrizzle's discovered how to do this now. He posted instructions in the ASM Hack request thread.

icegoom
Posted on 04-23-07 09:32 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 29244


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So, anyone know of a way to change how many lives collecting five Yoshi Coins will give you? I'd rather give out a 3-Up or 5-Up to make it more worth the player's time to seek them out.
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