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icegoom
Posted on 04-24-07 12:44 AM, in Super Maria Sisters Link | Quote | ID: 29320


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It's basically just inputting a string of numbers into a hex editor. Figuring out how to do the pointers can be a bit tricky, though. If you can't figure it out, I'd be happy to help.

icegoom
Posted on 04-24-07 10:05 PM, in SMW ROM Addresses Link | Quote | ID: 29579


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Wow! Awesomeness overload! I remember searching for all those Yoshi animations once upon a time. The Yoshi shell abilities should be useful, but it's too bad there's no red shell data. (I'd like to give fire-breathing to yellow shells and make red shells like ordinary greens shells)

icegoom
Posted on 04-24-07 10:34 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 29592


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Aw, crap. I was worried that mikeyk might not know what happened with the split. Someone should definitely try to get ahold of him.

In the latest update of Anikiti's Phantasm World, I saw that he'd created Spinies which walk on the ceiling and drop on the player. There was an issue where the shell didn't have spinning graphics when it hit the ground, but it worked all right otherwise. That's weird that unstompable enemies can't have shells. I'd think you'd just need to create a copy of Buzzy Beetle and change his "stompable" byte, but I guess there's more to it than that.

icegoom
Posted on 04-25-07 06:52 AM, in SMW ROM Addresses (rev. 2 of 04-25-07 06:53 AM) Link | Quote | ID: 29959


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Post whatever you have, if you feel like typing it up. I'm sure nobody would mind seeing a bit of repeat information if it meant there was some new stuff.

OK, I got a red shell to act like a green shell by changing F470 from 08 to 00, but I can't figure out what exactly the value at F479 controls.

icegoom
Posted on 04-25-07 10:56 PM, in SMB2 Music Patch! Link | Quote | ID: 30094


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I love SMB2 enough that I just played through the original Super Mario World from beginning to end just to hear every tune.

This is incredibly well done techinically. Unlike the SMB3 and SMB1 music patches, all the tunes are actually in the correct places. You even made sure that the Bowser battle and Credits had the correct music. The map music was mostly SMB3 tunes, but I was surprised to hear the Yoshi's Island map music in, appropriately enough, Yoshi's Island. Also, you managed to keep the original sound effects. (I never liked that weird echoey spin jump from Demo World 3)

The real problem is the lack of variety. SMB2 has no "atheletic" or underwater music, and caves, castles, and ghost houses all share the same underground music. If someone were doing a SMB2 remake or just doing SMB2-styled levels, this would be incredibly useful. I'm not sure there's enough variety for other hacks, though.

Still, incredible work.

icegoom
Posted on 04-26-07 12:22 AM, in SMB2 Music Patch! Link | Quote | ID: 30119


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That's awesome that you can take music out of any of those games. I wouldn't expect any less from you. (I forgot to mention before how cool I thought it was that you sped up Wart's music for the final phase of the Bowser battle. But if you're thinking of alterning the SMB Underground music, I guess that was just the tip of the iceberg)

Off the top of my head, you could use the Ghost Valley music from Mario Kart for haunted areas. I really need to download some .spc's to refresh my memory as to what's available from those other games.

icegoom
Posted on 04-26-07 06:25 AM, in SMB2 Music Patch! Link | Quote | ID: 30278


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Posted by Mattrizzle87
Now, I don't want to get ahead of myself here. I'm sure that some of those games use a slight variant of the N-SPC engine. Of that list, I've really only ported individual tracks from SMK music (Battle Mode & Rainbow Road). When I said "ported" I meant changing all of the pointers in the tracks, and painstakingly changing the SMK instrument references to ones that sound decent in SMAS. I believe that's what Bouche did when he ported the SMW2 star music.

Ah... Yeah, I didn't figure it'd be as easy as "copy music code out of this game and paste it into Super Mario World," but I didn't really have any idea what the process was.

So you're probably looking for tunes that are about the same length and complexity as music from the original game or All-Stars? That does limit things a bit, but I'll try to make suggestions best I can.

I've been listening to the soundtracks for all the games you mentioned using the N-SPC engine, pretending I don't know how they're used in their original games (Which I sometimes don't) and trying to imagine if they would work in a Mario platformer. If you want to keep things absolutely "Mario"-sounding, most of the duplicate tracks would probably be best filled with SMB1 or SMB3 music. If you want to get a little creative, there are tracks from the other games that might sort of fit, but a lot of them are iffy. It's tough to find something that sends out a "Subcon" vibe instead of a "Mega Man" vibe.

Here's some of my thoughts: (I'll refer to the songs by the names given to them in the .spc archives from Zophar's Domain)

Ghost House:

Probably the best choice is Super Mario Kart's "Ghost Valley." A track called "Vs. Blind Attack" from Yoshi's Cookie had sort of a ghostly vibe, but it's really repetitive. Yoshi's Safari has "Ghost Mansion," which I'm guessing was a ghost house level in the game, but it seems a bit too bouncy to me. I really like a track called "Sunset Valley" from Stunt Race FX, but it might be too complex and upbeat.

Underwater:

Basically, anything slowish and dreamy is a "maybe" here. Again, the best choice is probably Super Mario Bros.' underwater theme, but there are other options. Link to the Past's Lost Woods song is one of the less known Zelda tracks, so it might work for a water world. There's a song in Mario Paint called "Ethereal," but I personally think it's kind of obnoxious and "out there." The Main Theme from Yoshi's Cookie sounds kind of Subconny to me, and it's almost dreamy enough to be a water area. (It loops fairly quickly, too, which might be a plus) "Story 1" from Yoshi's Safari sounds kind of watery to me, too. Or maybe you could pull SMW's trick and simply slow down the main Subcon theme...

Castle:

This one is tough. If you're not going to use SMB1 or 3 fortress music, Mario Kart, which is typically is next best choice, doesn't really offer anything. (Bowser's castle sounds more like a boss theme to me) It would be awesome to have the Yoshi's Island castle music, but it's probably way too long and complex. The Zelda castle theme sort of works, but it's pretty well-known and might seem out of place in a Mario game. I like a track called "Norfair 2" from Super Metroid. It kind of gives me the same vibe as SMW's original castle song. There are other themes from Metroid that might work, but they all feel a bit too dark and brooding for a Mario game to me.

Athletic:

Yeah, nothing was really jumping out at me here. These are usually a faster and "airier" version of the main level theme, aren't they? Maybe you could speed up the normal Subcon theme and change the instrumentation. "Lake Side" from Stunt Race FX sounded kind of airy and Mario-y to me... Yoshi's Safari's "Map Screen" is probably too long for map music, but it might work as a level theme. "Course 1" from Kirby's Dream Course I marked as a maybe, and that's all I got for this.

Map:

These songs are typically short and repetitive, right? I'm not really finding anything that jumps out at me "This could be a desert map!" or "Wow! That's an ice world map!", but I guess I heard a few songs that would work as a generic grassland or sky world. Kirby's Dream Course has a lot of these: "Continue or Quit," "Course Select," "High Scores," "Intro to Course," and maybe "Training." F-Zero's "Ranking" might work for something, or if you wanted a Ghost or Bowser world, Arkenoid's "Vs. Doh2" might work.

If you want, you can listen through any of those tracks and see if you think they might be appropriate and feasible to port into the SMB2 music set. But really, I'm just impressed that after all this time, we're getting some new tunes to work with.

icegoom
Posted on 04-26-07 10:07 PM, in SMB2 Music Patch! Link | Quote | ID: 30374


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Posted by Mattrizzle87
I post this patch, talk about porting music and slightly changing the drum channel of the SMB underground; and everyone suddenly thinks I'm a great composer. I mean, the tempo is only one byte in the whole track. I'm not very musically inclined. I can change the pitch of a song, but I can't make a total remix of a track from scratch. Changing the pitch and tempo of a song isn't enough to qualify as a remix in my book.

Oops, sorry. I'm still probably underestimating how difficult music hacking is. So yeah, just playing around with upping and lowering the speed on an MP3 version of the Subcon theme, the results are slightly humorous, but nothing I'd want to listen to in a game.

The Mario & Wario track would make a good water level, if you could swing it. I like "Moon Song" for underground levels, but I'm not sure about "Hell" for athletic. (It could grow on me)

Seeing that Tetris & Dr. Mario uses N-SPC, a few of the menu screen songs there might work for map music. The congratulatory music from Dr. Mario might work for an underwater song, but the little virus riffs probably disqualify it.

The warp music for keyholes was another thing I really liked but forgot to comment on earlier. Heh.

icegoom
Posted on 04-27-07 05:05 AM, in SMB2 Music Patch! Link | Quote | ID: 30554


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Posted by Mattrizzle87
If all else fails, I could add in the SMB or SMB3 underwater music(though SMB3 music is way overused).

Now that I listen to the Dr. Mario music on loop, it gets kind of obnoxious. So if it comes to All-Stars music, SMB1's underwater music is much more fitting for SMB2, since it already exists in a form on the title screen.

As for the Athletic music I've been thinking that Yoshi's Cookie: VS. Music C may be a better alternative. It just puts in my mind a picture of a vast area, high in the sky as many of the athletic levels are. But it also seems that it could be used, for a cold, mountainous, wintry area. I like music that sounds like it could be used for multiple purposes.

For an extra bit of icing on the cake, I could throw in the Yoshi's Cookie: Action Interlude for use in the castle destruction sequences.

The more I listen to the Vs. Music C, the more fitting it seems. It could totally work for a sky or snow level. Action Interlude also has the proper celebratory air for destroying a castle.

icegoom
Posted on 04-28-07 05:23 AM, in Super Luigi World: Dr. Wily's Assault (Rebirth!) [SS] Link | Quote | ID: 30824


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While I envy your ability to create an SMB3 quicksand block, it's rather hard to distinguish the sand from the surrounding pyramid tiles. Maybe when it's animated in-game it's not as bad, but in those shots, it's hard to tell where the quicksand begins. Maybe giving it a slightly different palette would help?

icegoom
Posted on 04-28-07 10:28 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 30982


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Donut Lifts already come with Sprite Tool.

icegoom
Posted on 04-28-07 10:29 PM, in Super Luigi World: Dr. Wily's Assault (Rebirth!) [SS] Link | Quote | ID: 30984


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Are you creating new custom sprites for the Mega Man bosses, or just doing something like giving the Koopalings new graphics?

icegoom
Posted on 04-30-07 09:00 PM, in SMB2 Music Patch! Link | Quote | ID: 31674


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I downloaded Mario's Time Machine's soundtrack out of curiosity. There are a lot of creative reinstrumentations of the SMW theme, though none are that suited to a platformer level.

Nice job on the Yoshi's Cookie and Ghost Valley tunes, Mattrizzle. I just listened to the Ghost Valley theme and SMW's Ghost House theme back-to-back, and while they're very similar, Ghost Valley is more urgent and dark. It should work very well in a hack. (Now I'm wondering what a Subconian ghost house would be like... Full of Phantos and flying Hawkmouths?)

icegoom
Posted on 04-30-07 09:02 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 31675


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Maybe you could modify a Thwomp to rise and fall continuously with no regards to Mario and hide it inside a dispenser made of No Mario Blocks?

icegoom
Posted on 05-01-07 11:19 PM, in SMW ROM Addresses Link | Quote | ID: 32023


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Loads and loads of useful addresses there, Mattrizzle. Thanks a lot!

Posted by Phoenix Yoshi
Does anyone happen to know the pointer to the tiles used by the top half of the Ground-Dwelling Monty Mole digging out of the ground? It seems to use part of the Dying Lakitu tiles, but I'd like to use both Lakitus and Monty Moles in the same level. This means I have to remap the aforementioned tile used by the Monty Mole's digging sprite.


x09E71 [CE CE 88 89 CE CE 89 88]
Ground-dwelling Monty Mole's Dirt (2 Air tiles, 2 Dirt Tiles)

or

x09DEE [EC EE CE EE A8 EE]
Lakitu Tilemap (three frames, two bytes each. Order: head, body. Idle, throwing, then dying)

x16BE6 [EC A8 CE EE EE EE]
Pipe-Dwelling Lakitu Tilemap (idle head, dying head, throwing head, then three body tiles)

icegoom
Posted on 05-03-07 08:00 AM, in SMW ROM Addresses Link | Quote | ID: 32531


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Aww, the floating Wiggler head looks so lonely. I've been wondering for a while if there's a similar value you can change for the number of Pokey segments. (It would be nice to give Pokey four segments regardless of whether Mario was riding Yoshi)

Here are a couple of tilemaps I had to serch for this afternoon:

0x9E69 [CE EE] Vertical Dolphin Tilemap

0x1C45B [E0 C2 C0 C2] Chainsaw's Motor Tilemap

icegoom
Posted on 05-04-07 01:10 AM, in SMW ROM Addresses Link | Quote | ID: 32680


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Posted by Mattrizzle87
I could try looking into that for you, if only Pokey's code wasn't so scattered. There would be two separate values, 03 when Mario/Luigi is by himself, and 05 when he's riding Yoshi.

It's not really that important. Don't knock yourself out looking for it. I was just curious if anyone had happened upon such a value.

I have already done some searching in the area around Pokey's face and body tiles for 03's and 05's, but none of the values I've changed have done anything. I also tried changing some 02's and 04's and 04's and 06's in case the head didn't count as a segment or the actual value was a -1 deal. I've been looking around the upper 13000's. Where else is Pokey code located?

icegoom
Posted on 05-04-07 01:58 AM, in Mario's Lost World Link | Quote | ID: 32697


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Huh. I've been putting off bumping this because I didn't have anything radically diferent to show off. I've still been steadily working on this. (LordLazer's done some testing for me and helped me out quite a bit with improving my levels)

You referenced the Dino Dino Canyon video, which I never bothered to post a link to here, so um, here's a link. (The level's been changed somewhat since I made the video, though) Also, here's the opening demo.

DKC2 is the goal with my levels. That's about the ultimate platformer, as far as I'm concerned, so I'm trying to do anything I can to bring SMW closer to it.

icegoom
Posted on 05-04-07 03:29 AM, in Hack Request: SMW,SML2 6 Golden coins Hack Link | Quote | ID: 32721


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Ooh, so you're thinking of working on this again? I was playing this a while back and thinking about how much better it could be now that we have Sprite Tool.

Here's the version I have with just the first level and Tree Zone. I don't know if you'd gotten further than that.


icegoom
Posted on 05-04-07 03:31 AM, in Mario's Lost World (rev. 2 of 05-04-07 03:32 AM) Link | Quote | ID: 32724


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Posted by tyty210
The game looks amazing, but after watching the youtube video it looks like mario is constantly taking one step and dragging the other leg... why'd nintendo only give us 3 frames of animation for this?

Three walking frames is a crappy number. If I could just get it to repeat the second frame between the third and first frames, the animation would be a lot smoother.
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