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Main - Posts by icegoom |
icegoom |
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Cheep-cheep Level: 33 Posts: 81/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by Mattrizzle87 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 |
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Cheep-cheep Level: 33 Posts: 82/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
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 |
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Cheep-cheep Level: 33 Posts: 83/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by Mattrizzle87 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 |
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Cheep-cheep Level: 33 Posts: 84/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by Link2007 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 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 |
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Cheep-cheep Level: 33 Posts: 85/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by Link2007 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 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 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 |
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Cheep-cheep Level: 33 Posts: 86/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
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 |
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Cheep-cheep Level: 33 Posts: 87/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by wiiplay 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 |
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Cheep-cheep Level: 33 Posts: 88/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by Mattrizzle87 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 |
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Cheep-cheep Level: 33 Posts: 89/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
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 |
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Cheep-cheep Level: 33 Posts: 90/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by Sgraff87 It did always seem kind of forced. And nowadays it seems like Daisy's real love is Peach. Posted by Sgraff87 The simplified environments actually sound kind of Game Boy-esque. Should be very fitting. |
icegoom |
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Cheep-cheep Level: 33 Posts: 91/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by Sgraff87 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 |
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Cheep-cheep Level: 33 Posts: 92/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
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 |
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Cheep-cheep Level: 33 Posts: 93/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by Mattrizzle87 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 |
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Cheep-cheep Level: 33 Posts: 94/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
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 |
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Cheep-cheep Level: 33 Posts: 95/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
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 |
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Cheep-cheep Level: 33 Posts: 96/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Heh, hadn't really thought out how the instruments would sound. So yeah, scratch that one. |
icegoom |
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Cheep-cheep Level: 33 Posts: 97/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
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 |
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Cheep-cheep Level: 33 Posts: 98/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
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 |
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Cheep-cheep Level: 33 Posts: 99/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by Davros 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 |
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Cheep-cheep Level: 33 Posts: 100/195 EXP: 215696 Next: 13483 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
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. |
Main - Posts by icegoom |
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