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icegoom
Posted on 05-04-07 06:45 AM, in SMW ROM Addresses Link | Quote | ID: 32796


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Posted by Mattrizzle87
I found some data related to how many segments Pokey is spawned with in its sprite initialization routine.
874C [1F] How many segments Pokey has when Mario is riding Yoshi (Change to 07 to give it 3 segments)
8738 [07] How many segments Pokey has when Mario isn't riding Yoshi (Change to 1F to give it 5 segments)


Ah, thanks a lot. Did you mean 8753 for the number of segments when Mario isn't riding Yoshi? The value at 8738 was 10 for me. I was playing around with values and tried 0F at both addresses, which made it so that Pokey always had four segments. But I'll try 15, too.

icegoom
Posted on 05-04-07 06:55 AM, in Hack Request: SMW,SML2 6 Golden coins Hack Link | Quote | ID: 32798


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Yeah, I'd noticed SMWCentral was missing some of your hacks. I'd considered uploading them myself at one point.

By the way, I showed Sgraff a version of the SML remake where I'd inserted some custom sprites. I'll just go ahead and post the link in case you're interested in seeing it.

Here, I think this is it.

icegoom
Posted on 05-04-07 06:57 AM, in Mario's Lost World Link | Quote | ID: 32799


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Posted by Mattrizzle87
Heh, I like your attention to detail. Mario's tummy is sticking out. The fruit that falls on you is from Yoshi's Story, right?

Yeah, with his new outfit, he doesn't have the overalls to cover his little Italian potbelly anymore. I did get the Prickly Pear idea from Yoshi's Story. It's a falling spike with ExAnimation to make it swing back and forth.

icegoom
Posted on 05-05-07 12:11 AM, in Hack Request: SMW,SML2 6 Golden coins Hack Link | Quote | ID: 32934


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Posted by Link2007
I just played it. Those sprites will be very useful in the remake, particularly the Flying Bee and the Bomb Koopas. I knew you drew them, but did you create the actual sprites yourself?

I'm getting ready to clean this up too and release a demo of it. Heres the version me and Sgraff87 was working on. It's in it's early beta stages and quite unpolished, but sneak peek at it anyway before I release the official version.


Yeah, I modified some other sprites to make the new ones. Let's see, the Hopping Fly in 1-1 is a hopping flame that is stompable and leaves no little flames. The spear-dropping Bee is an Albatoss Bomber with simplified graphics and the spears are Bombs which don't interact with the ground. The little fire-spitting sphinxes are Snifits which I modified to shoot Venus Fire Trap's fireballs. (Ideally, they'd be 24x24 instead of 16x16, but I couldn't figure out how to make them bigger) And the Bomb Koopas are the ones that came with Sprite Tool, but they use more tiles in their walking animation. I wanted to modify them so that they stayed on ledges, but couldn't get it to work, so I cheated and stuck invisible Mario Only blocks at the ends of ledges. I can give you the .asm and .cfg files for them all.

That demo's quite a bit more polished than the one I'd played. The SMB3 overworld is nicely done.

Posted by Sgraff87
I am thinking that perhaps we can get a trio of members working on the SML remake.

Also, what should we call it. Super Mario Land DX?

EDIT: Also we should get some new music for it. SMB2 soundtrack is a possibility, but I wonder if any other games hold music that will fit each island.

EDIT: Also if we decide to work on it again, expect that I will be improving the graphics. Ehh... my older stuff wasn't so good.


Ooh, this might be a good game for SMB2 music. I haven't played the original SML in some time. There's different level music for each world? I liked the graphics style you had going on the old version, it was just kind of incomplete. (the Koopas still had their old turning frames, for instance)

icegoom
Posted on 05-05-07 10:23 AM, in Hack Request: SMW,SML2 6 Golden coins Hack Link | Quote | ID: 33064


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Posted by Link2007
And icegoom, I'd love to ues those sprites (and gfx) if you send them. I'll plug them in the new demo ASAP.

Here they are. If the graphics are in inconvenient locations, you can remap them by changing the TILEMAP values in the asm files. I was trying to make the sprite graphics match their concept art, but they don't really match the rest of Sgraff's graphics. A note on using the hopping fly: You need to change x918D from 03 to 00 to make them not leave little flames behind.

I'd be willing to help on this to a point. It's sometimes nice to take a break from Lost World, and I got sort of a taste for remaking levels when I did NSMB. But really, this is Sgraff's game graphically, and since there really aren't that many more levels, Link can probably handle those on his own. Um, anyway, if there's some capacity in which I can help, I'm expressing interest.

Posted by Sgraff87
Thanks. To me, all that old graphics looks ugly to me. I can do much better now.
Kinda liked my big mario as well. Though he can use some cleaning up and whatnot.
Your graphics are good as well, but like I said before, our two styles would conflict so much.

Just had another idea. Since Luigi is not a part of this game (not sure where he is), what if we make Daisy as the second player? Though that will not make sense since she is kidnapped... Eh, just an idea thrown out there.

Honestly, it'd probably make more sense for Luigi to be rescuing Daisy, since they're sort of an item later on. But then it wouldn't really be Super Mario Land. And this game ties in with SML2, where behind the scenes Wario has hired Tatanga to distract Mario long enough to steal his castle. You could probably rework the plot so that Tatanga has taken over Daisy's kingdom but not actually kidnapped her, so she's free to work in tandem with Mario to take back her kingdom.

Posted by Keitaro
I'd be willing to/am able to provide custom music for the hack(s) if neccesary. I had a few SML/2 tracks made up a while ago out of boredom that I never used. Eh.

Actual SML tunes would be super cool. The only SML tune I can actually remember is the one played in the first level, but that often pops into my head at weird moments.

icegoom
Posted on 05-05-07 10:36 AM, in Mario's Lost World Link | Quote | ID: 33065


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HDMA you have to start over with a clean ROM, don't you? (I should really stop being lazy and just look into that myself. Heh) I've documented most of the stuff I've done, so it's conceivably possible to start over, but it'd still be an awfully big hassle. (Gradient skies do add a lot of depth, though) Backgrounds are really my weak point. I've considered just using ripped ones, but it's hard to find exactly what I want.

The perspective issues are a problem whenever I have levels taking place in some kind of civilization. Being able to see the tops of pipes just doesn't look right to me, but sometimes seeing a platform from just its side view makes it difficult to tell what exactly it is.

I dunno. The graphics are never going to be absolutely perfect. I kind of get used to seeing my stuff complete with its flaws and just get apathetic about fixing it. My stupid boneyard level has had misplaced tiles all over its background, and even though I could easily fix them, I hardly notice them anymore. Yup, I'm lazy.

While this is bumped and stuff, I should make some more screens or something, but it's late and my head hurts.

icegoom
Posted on 05-06-07 09:01 AM, in Mario's Lost World Link | Quote | ID: 33263


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Posted by wiiplay
Wow. I love your X'y screen shots-NOT!! Could you fix them?

Complaining about broken screenshots in an old thread. Nice. Oddly, everything I uploaded in a certain span of time got deleted. I can't really fix this at the moment, so live with it.

Just to let people know, I'm in a position where I cannot work on my hack until the middle of next week, so I can't really fix any problems that are being brought up right now.

I've gotten a lot of complaints about the sunset ocean for the first castle. I don't really see a problem with it. I like more of an open air feel instead of a brick and column background, so the palette's really all I can tweak. I've already made the island more of a greyish-greenish hue instead of dark purple and desaturated the oranges a bit, but I don't really know what else to do.

I can try doing pipes you can see the top of, but the actual logistics of it are just weird. I mean, a pipe has a huge hole in the center of it, so I guess Mario's standing on the lip when he's standing on top of it? How do you make it look like a Piranha's coming out? Do you split the pipe rim into 2 16x16 tiles, with most of the side view of it in the bottom tile and priority enabled, then another tile laid atop showing the hole in the middle and the back curvature of the pipe? (That screws up the ability to stick a Yoshi Coin right on top of a pipe, which I've done in Bramble Battle) I can do a test image, but it's easier to just keep the traditional side pipe view.

The Crusher's graphics are located in the same place as the rest of the layer 3 graphics, but the palette is weirdly hardcoded.

icegoom
Posted on 05-09-07 08:04 AM, in SMB2 Music Patch! Link | Quote | ID: 34118


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Posted by Mattrizzle87
01: Yoshi's Cookie: VS. music C
02: Overworld
03: SMB: Underwater hybrid(new SMB2-esque intro)
04: Character Select(used in bonus areas)
05: Subspace(used for P-switch)
06: SMB2 Cave Prototype
07: SMK: Ghost Valley
08: Interior
09: Death
0A: Game over
0B: Defeat Boss
0C: Bonus Chance(used for black circle end)
0D: Starman
0E: Ending Pt.1(The beginning fanfare; used when Peach is rescued)
0F: Boss battle
10: Level End
11: Yoshi's Cookie Action Interlude(used during castle destruction sequence)
12: Strange unused fanfare(used for bonus end)
13: Warp Zone(used for keyhole exit)
14: Final Battle Pt. 1
15: Final Battle Pt. 2
16: Final Battle Pt. 3
17: -unused-
18: -unused-

Ah, I hadn't noticed you'd updated this. I can't wait to hear what you've done with the underwater and cave music. For the two unused slots, you have the space to stick full songs in those slots? Hmm... what else might be useful? Maybe another castle/fortress tune of some kind. (I assume that SMB2's "interior" music would normally be used, but some variety wouldn't be a bad thing) Maybe some kind of echoey "mysterious" music, which could be used in an enchanted forest, high in the sky, or in some abandoned environment. Maybe some kind of "danger" militaristic track which could be used in airships or lava areas. Or maybe something kind of off-beat and "wacky" as an alternate tune for bonus areas. I can make individual track suggestions if any of these ideas are appealing...

icegoom
Posted on 05-09-07 08:06 AM, in I'm making some progress again.. Link | Quote | ID: 34119


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Yeah, I ran out of palette slots for unused paths and had to use the water's blue. I tend not to use those and just surprise the player when the yellow path is revealed. There are a few glitches in the cliffs near the bottom, but it looks like a fine overworld so far.

icegoom
Posted on 05-09-07 08:11 AM, in Hack Request: SMW,SML2 6 Golden coins Hack Link | Quote | ID: 34121


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Posted by Sgraff87
I never saw the two as an item. To me it always was like, oh mario has peach, so luigi and daisy should be together. If anything, Daisy should be in love with mario for saving her and her kingdom. Kinda like fanservice. Like to make the Luigi fans happy that he wasn't getting no love.

It did always seem kind of forced. And nowadays it seems like Daisy's real love is Peach.
Posted by Sgraff87
Trying something new with the graphics. That is simplicity with the environment (no it will not be poorly drawn) with color and no very dark lines or black. This will reduce it becoming busy. As for Mario and the interactive blocks such as the mystery boxes and the baddies, they will feature more detail and dark lines.

The simplified environments actually sound kind of Game Boy-esque. Should be very fitting.

icegoom
Posted on 05-09-07 08:13 AM, in SMW Hack Ideas Link | Quote | ID: 34122


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Posted by Sgraff87
Nightmare in the Subcon

After the golden key of the Subcon was stolen! Now the Lord of the Phanto has been once again been released to reign terror over the Subcon people and turn the land into a nightmarish realm. Only Mario can save these needing people once again from an ancient evil nightmare.

What I would imagine is this game will be a bit darker than a lot of Mario games. Everyone remembers how spooky the Phantos in SMB2 were when Mario stole the key to use in the door. Well I would imagine this game has a quite a few of them. I am thinking this guy would also be the shyguy's real ruler as well... or something.

Eh... just another idea.

Ha ha! I love that Phantmos art. I liked how all the villians in SMB2 wore masks, but Wart always seemed like kind of a rip-off as their leader. He's basically just a frog version of Bowser. A grim reaper-like Phanto is a much better fit with the Shy Guys, Snifits, and the like.

icegoom
Posted on 05-12-07 02:51 PM, in SMW ROM Addresses Link | Quote | ID: 34846


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A few addresses I found this week:

Fishbone:

x19999 [A6] Head frame 1
x1999D [A8] Head frame 2
x19988 [A3 A3 B3 B3] Tail

x0FC3A [0E 02 02] Boo Block Palettes (palette of ghost form, halfway form, block form)

x3F41A [EF] Tile used by Bonus Star formation (the little stars which make up the big number)

icegoom
Posted on 05-12-07 03:11 PM, in SMB2 Music Patch! Link | Quote | ID: 34847


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Posted by Mattrizzle87
Sure, I'd like some suggestions for these. Currently I'm leaning toward the Lazerblazer half of Super Scope 6 for a militaristic track, but it doesn't have to be from it. The two unused tracks don't have to be used, but I want to take advantage of the remaining free space in the SPC RAM...

More preview SPCs!
SMB Underwater w/SMB2-esque intro
SMB2 Prototype Cave
Yoshi's Cookie: Action Interlude


Ah ha ha! I love the opening for the Underwater theme. I didn't think anything had actually changed in the underground music at first, but then the different drum beat came up and it was pretty awesome.

I'm thinking "Intercept" from Lazer Blazer would work pretty well for a militaristic track. If you could remove the wind from the Dark World Death Mountain from Zelda, that might work, too. (That's probably not feasible, though) Did I see that Kirby Super Star was an option now? There's a song called "Gladiator Kirby" there that also could work.

For "mysterious" music, "Maridia 2" from Super Metroid would be pretty sweet. "Save Area" from Kirby Super Star has a nice foresty feel to it. Or maybe "Course Music 8" from Kirby's Dream Course, but it's a bit happier. For a really haunting feel, Link to the Past's Light World dungeon might work.

For "wacky" music, I'm kind of partial to "Pipe Island" from Yoshi's Safari. Yoshi's Cookie "Action Music C" is also good. This seems like the kind of thing a Kirby game would be good at, but I'm drawing a blank on a particular track. I really need to listen to some more N-SPC tunes...

Say, are you still looking for map themes? I'm wondering if it's possible for you to take a small snippet out of a larger song and loop it to create a map theme. Tracks which loop as often as a typical Mario map theme are a bit hard to come by in other games.

icegoom
Posted on 05-12-07 11:53 PM, in Is it possible for mario to lift more than his own weight ? Link | Quote | ID: 34921


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No one's made a giant Koopa yet, to my knowledge.

SMW has no concept of "weight," so as long as its coded, Mario can do anything. It sounds like what you're wanting is a Mega Mole-sized sprite that you can stomp and carry? You'd probably have to take some "carryable" code from Goomba, insert it into Mega Mole, and also disable Mega Mole's rideability. It's certainly possible, but you'd really have to know what you were doing.

icegoom
Posted on 05-12-07 11:59 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 34923


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So, I'm wondering if it would be possible to "fix" Bob-omb. Currently, you can carry a Bob-omb until it's just about to explode, then throw it horizontally and reset its explosion counter. You can pretty much carry a Bob-omb forever and keep reusing it as a weapon so long as you throw it when it starts flashing to stop it from exploding. If you throw it vertically, the explosion timer does not get reset and it explodes when it should. Could the code for throwing a Bob-omb vertically be applied to throwing it horizontally so that there's no way to "defuse" it once it's been activated?

icegoom
Posted on 05-13-07 12:01 AM, in SMB2 Music Patch! Link | Quote | ID: 34924


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Heh, hadn't really thought out how the instruments would sound. So yeah, scratch that one.

icegoom
Posted on 05-13-07 12:07 AM, in Is it possible for mario to lift more than his own weight ? Link | Quote | ID: 34926


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Creating the graphics for something and having the coding for it are two very different things. Reconfigurator doesn't do ASM, it just makes small changes like Tweaker. You're going to have to use .asm files and Sprite Tool to insert them. Goomba and Mega Mole's dissambled code are included here, but you're not going to be able to make any sense of them unless you know ASM. Look at some tutorials or something. I can't really help you there.

icegoom
Posted on 05-14-07 11:55 AM, in Hack Request: SMW,SML2 6 Golden coins Hack Link | Quote | ID: 35215


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Looks good so far. Very clean and simple. The shadows in the foreground are a nice touch. The one cast by the block in the middle looks best to me. I think it'd be easier on you to just put the pyramids in the background instead of making them foreground pieces and having to make transition tiles in order to stick land, pipes, or trees in front of them.

It should be pretty easy to edit Mario's jumping height. Link2007 made Luigi jump much higher in his Mario is Missing 2 hack, so the change should be no problem for him.

icegoom
Posted on 05-17-07 05:58 AM, in SMW ROM Addresses Link | Quote | ID: 35940


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Posted by Davros
0xC812:
E4 P-ballon tilemap

Ooh, I'd been looking for that one for a while. Why didn't I think to look right near the other power-ups? Right next to the P-Balloon, we have:

0xC813 [E8] Unused Flying Red Coin tilemap (just the coin, the wings are shared with Goombas or something)

0xC814 [24] Unused Yellow Flying Mushroom tilemap (again, just the mushroom itself)

0xC815 [EC] I'm guessing this is the unused flying Key's tilemap

icegoom
Posted on 05-19-07 06:21 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 36428


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Those are animated hurt blocks, Reini. The graphics are easily rippable out of All-Stars.

All right, I'm going to officially request this: I want Mario's walking and running animations to have four frames. You can change the value at x5E78 from 02 to 03 easily enough to do this, but the problem is that the fourth walking frame is Mario's "looking up" frame and the fourth running frame is Mario's "carrying an object" frame. I want to tell the game that instead of using these frames, the fourth frame should go back reuse the second walking frame, which would create a much smoother-looking walkcycle. I saw that you can change the order of the frames in a spinning Koopa shell by just changing the values which reference which animation frame to use, and I'm hoping there are similar values I can change for Mario.
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Main - Posts by icegoom

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