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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by icegoom

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icegoom
Posted on 06-01-07 09:35 PM, in Mario's Lost World Link | Quote | ID: 40950


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I do love your levels, Joshua. (I temporarily stuck Shining Twilight into my hack to try playing it with my graphics) If you've got the time to spare from your own hack, yeah, I'd love to work with you. The next world I'm doing will have a very loose glacier/cave theme, so if you've got any ideas I could use them somewhere.

icegoom
Posted on 06-03-07 07:49 AM, in Mario's Lost World Link | Quote | ID: 41737


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"Glacier/cave" doesn't necessarily mean that all the levels will be both icey and underground, that's just the general theme of the world. Some will be pure ice, some pure cave, and then maybe a combo level or two.

I really like the idea of switching between icey and non-icey. I don't know enough about making blocks to create one that will change the palette and set the slippery flag, but I'm thinking maybe I could do one where you use pipes to switch between an ice side and a lava side of the same level. Maybe the ice side has a wall blocking the way while the lava side is clear, and then what's an uncrossable river of lava is solid on the icey side.

A translucent level will look quite nice with an ice cave. I wish there was a way to just make the ice itself translucent and not all the coins and blocks and whatnot, but it's acceptable.

It is too bad there's no way to make a snowball which gains in size as it rolls down a hill. I've had the start of a level sitting around for awhile which is a cave where you're being chased the entire time, be it Mega Moles, Monty Moles, Rip Van Fish, or Lakitu. (Heh, maybe I could throw Phanto in for good measure)

Sparks, tyty210, I'm not going to turn down any kind of help. Erm, PM me if you're serious.

icegoom
Posted on 06-03-07 07:53 AM, in SMB2 Music Patch! Link | Quote | ID: 41742


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I use a plugin for Winamp to listen to .spc's, but there's all kinds of programs you can use to play them.

Ha ha, that pipe music sticks with you long after you stop listening to it. Very nice work with the whole "underground" instrumentation.

icegoom
Posted on 06-03-07 07:28 PM, in SMB2 Music Patch! (rev. 2 of 06-03-07 07:29 PM) Link | Quote | ID: 41879


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Posted by Jenie
gahhh.. hurts my ears to hear that over and over again.
Um.. lets see.. their is a simular tune in SML2 you could use.. sounds better to.. has a few more notes.

I am sorry, i do not mean to be rude.. but seriosly.. it really does hurt to lsten to it after awhile.

Of course it's too repetitive to be used in a level, even an underground bonus area. It's map music, which you really only hear as you're walking between levels.

icegoom
Posted on 06-09-07 11:53 PM, in Bug in Level Ender sprite (Bugfix inside!) Link | Quote | ID: 44039


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Nice! I'd just stopped using the castle destruction sequences since the game froze up if I tried to use one after the first castle, but now I can re-implement them. Thanks a lot.

icegoom
Posted on 06-09-07 11:56 PM, in New Super Mario Journey Screens! Link | Quote | ID: 44042


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Kind of odd that the ground has no outlines while blocks and objects do, but it seems to work. That flagpole really needs some shading, though. Give the right edge a greyish shadow.

icegoom
Posted on 06-12-07 09:44 AM, in Sprite Tool Update + Source Code Link | Quote | ID: 44721


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Ha ha! I'm just glad you logged into your SMWCentral account again. I was afraid you wouldn't see my message after the one time I spotted you. Glad to see you back, anyway.

Ah, so much awesomeness. You've got me extremely interested about this Japanese hack. Any information about a release? I saw Anikiti had an upside down Spiny in his newest hack, so I imagine the Japanese SMW community is passing around sprites like we do.

I can't wait to try out all these new sprites, but the one I've already stuck in my hack is Chain Chomp. Ah, rapture. My ghetto sped-up unstompable Tweeter which always faces Mario and is constrained to a small area via invisible Mario-only blocks is just going to have to be retired. With the addition of Chain Chomp, all we're missing is a SMB1 Blooper to have a full Mario bestiary in my eyes. (On the subject of Chain Chomp, any way to change the tile used by its chain? I can live with tile C2 if I have to; it's just not listed in the tilemap)
Posted by Smallhacker
...gotta say something constructive...

*Looks at level_ender.asm*
Oh, right. I noticed a bug in this sprite that you may want to fix if you make any future releases. The bugfix thread should still be on the first page.

I'll add that Magus at SMWCentral made a fix to your Firebar sprite. It was still processing the sprite when it was off-screen, so if you used more than one or two in an area, it caused a lot of slowdown. You might be interested to look at his code. (He also made a giant Firebar)

Oh, hey, what's this "Originals" folder? This is the source code for various sprites from the original game? Can these be inserted with Sprite Tool, or do they need initialization codes?

icegoom
Posted on 06-12-07 12:02 PM, in Sprite Tool Update + Source Code Link | Quote | ID: 44739


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Aw... I no can has Chain Chomp? And I just figured out how to change the chain graphics, too.

I can understand being reluctant about releasing Aramaki and Bokoboko. Those seem like original characters that would add a unique touch to their creator's game. But I'd be pretty disappointed if we were denied use of the SMB3 and Yoshi's Island sprites. (You know, especially Chainy)

icegoom
Posted on 06-13-07 03:33 AM, in Sprite Tool Update + Source Code Link | Quote | ID: 44879


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Thanks to the Japanese hacking community for allowing us to use their sprites. I'd give credit to the guy who remade the SMB3 sprites if I had his name. It'd be very interesting to see what's going on in the Japanese SMW Hacking scene, even if I couldn't read most of it.

I'm playing around with mikeyk's Yoshi's Island sprites now, and I'm just really impressed with how smooth their little feet are animated. The Yoshi's Island Shy Guy looks just like the one from that game. Kaboomba's like a walking Diagonal Bill generator? I guess the graphics for Spear Guy aren't quite set up correctly. His body doesn't animate and his spear's kind of glitched up, but it's all easily edited.
Posted by Remnic The Hedgehog
I tested that YI Goomba and it doesn't squish. Even if I use Yoshi to step on it or swallow it, it won't die. Is there some sort of error in the sprites code?

You can change its .cfg file to allow it to be squishable. Change it to this:

1
36
30 15 39 21 1 0
0 0
yi_goomba.asm

And it will squish when you jump on it. It doesn't wriggle around and pop back up like in Yoshi's Island, though. It just dies.

icegoom
Posted on 06-13-07 03:37 AM, in SMB2 Music Patch! Link | Quote | ID: 44880


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That probably is your best composition so far. I could see it working for Forest of Illusion or Star World. I'd personally put that the Star World by default and put something else in Forest of Illusion, but no one's going to object if you want to do it the other way around and make yet another new sky theme.

icegoom
Posted on 06-13-07 03:44 AM, in SMW ROM Addresses Link | Quote | ID: 44882


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Some sprite tilemap stuff I've found over the last couple of weeks:

0x0B886 [AA]
Floating Mine tilemap (The value is the tile used by first frame, which is then flipped horizontally and vertically. The tile to its right will automatically be chosen for the second frame)

0x0B862 [31 71 A1 F1]
Floating Mine's Flip/Palette/GFX Page (top left tile, top right, bottom left, bottom right)

0x1916D [88 8C 8E A8 AA AE 88 8C]
Leader of Reflecting Stream of Boo Buddies Tilemap

0xDDBF [6C]
Ground-guided Grinder tilemap (value is first frame, tile to right is automatically chosen as second frame)

0x1936C [0D]
Fishin' Boo's face palette/GFX page

0x1936A [04 04]
Fishin' Boo's cloud palette/GFX page

0x1936E [04 04]
Fishin' Boo's cloud palette/GFX page

0x1936D [09]
Fishin' Boo's pole palette/GFX page

0x19370 [0D 0D 0D]
Fishin' Boo's line palette/GFX page

0x19373 [07]
Fishin' Boo's flame's palette/GFX page

icegoom
Posted on 06-13-07 04:07 AM, in Sprite Tool Update + Source Code Link | Quote | ID: 44893


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Well, I don't suppose there would be anything wrong with me passing on the sprites we now have permission to use. Hopefully mikeyk will put out another release with them reinstated.

Hmm... any hope we're going to see these Melon Bugs, SMB3 Spikes, and Salvo Slimes in the Yoshi's Island graphics file?

icegoom
Posted on 06-14-07 05:43 AM, in Sprite Tool Update + Source Code (rev. 2 of 06-14-07 08:39 AM) Link | Quote | ID: 45341


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Ah, I'd tried inserting SMW's original Carryable Goomba as a custom sprite (I made all my normal Goombas squishable) but it doesn't assemble properly. I've managed to stick a custom Rex with three HP in by copying the initialization code from a Bomb Koopa, so maybe I could do something similar by taking code from the Classic Goomba sprite.

OK, so now that these are publically available, is anyone else having trouble getting the Laser Bowser Statue to work? It does this thing for me where it's not there most of the time, but occasionally, it will appear for a frame or two and then vanish again. Mario doesn't interact with it and as far as I can tell it's not firing harmful lasers.

I'm also curious if it would be possible to modify the reverse Spiny to save some graphics space. I'd like it to use the same walking tiles as a normal Spiny, only flipped vertically. Can I change the tile properties or something to do this? It would also be nice for the Spiny shell to use Spiny Egg graphics instead, but it would have to be coded to use four 8x8 tiles instead of one 16x16 one. Heck, maybe some day we could have a custom Lakitu sprite that throws rolling green Spiny Eggs like in SMB3.

EDIT: OK, I got the Spiny's graphics to be flipped vertically by changing PROPERTIES from $40,$00 to $F0,$A0. Figuring out how to change the shell graphics to the egg graphics probably won't be so easy...

icegoom
Posted on 06-14-07 12:16 PM, in Sprite Tool Update + Source Code Link | Quote | ID: 45490


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Posted by Yoshi Master
Sounds pretty cool icegoom, when you figure this all out, (which I'm positive you will) Would you mind sending me the sprite? It would be pretty badass.

Just to be clear, it would be the exact same sprite, it just saves a bit of graphical space, so it's not that big a deal. Right now, I've got the Spiny reusing its right-side up walking graphics for its ceiling walk, and I've pasted egg graphics over the top of the shell graphics to at least have the look I want. But me figuring out how to code new animation frames? Don't count on that happening.
Posted by Tanookirby
If anyone needs help with bloopers or wants to see one actually work, try visiting KT's site. Play through his latest hack, and you should eventually find this enemy, as well as a YI egg plant and the Angry Sun.

Oh, wow, holy crap! Working Bloopers, right there in the game. I'm all jealous and stuff. KT probably couldn't be persuaded to release the source for those little buggers, huh?

I wonder how in the world he triggered that Angry Sun to start moving. A custom block, or some kind of generator? I never saw the YI egg plants. How would that work, anyway? They obviously can't be spitting out eggs for Mario to fire at his enemies. (Or can they?)

icegoom
Posted on 06-14-07 12:36 PM, in Sprite Tool Update + Source Code Link | Quote | ID: 45497


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Ah, I hadn't played that level. OK, so there are some flowers which spit out cactus heads, which bounce three times at erratic heights before falling off the screen. And then in the next area, there are flowers which spit out active throw blocks which you need to use to bust open brick walls. So yeah, the flowers are pretty cool, too.

icegoom
Posted on 06-14-07 11:43 PM, in Sprite Tool Update + Source Code Link | Quote | ID: 45704


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Ha ha! His Boss Bass is faster and more aggressive than the original. And digging around in here further (yes, I'm being cheatsy and going straight to the new sprites instead of just playing through the game normally) he also has an all new multi-phase Bowser battle! The new Bowser is the most complex custom sprite I've ever seen. So yeah, I hate to turn this into a SMWReturnsEX thread, but this looks to be the gold standard of sprite hacking.

I'm amazed again at the potential of this tool and only wish I were able to more fully utilize it. Back to work on my Chomp-themed stage, I guess.

I'll probably not get an answer here, but I'll ask anyway: Similarly to getting Spiny's graphics to flip vertically, I'd like the game to flip Tweeter's graphics horizontally. I have a free-running Chomp which chases Mario which is a modified Tweeter, and I'd like it to use the same graphics as Chain Chomp. Problem is, Chain Chomp's graphics are stored backwards, so if I'm trying to use them both in the same stage, the free-running Chomp is always facing backwards. The only thing I see in Tweeter's code that resembles tile properties is this:

LDA $15f6,x ; tile properties xyppccct, format
LDX $02 ; \ if direction == 0...
BNE NO_FLIP ; |

Anything I could change there to get the game to flip Tweeter horizontally? I'll release my free-running Chomp if I can get this working.

icegoom
Posted on 06-15-07 01:07 AM, in Sprite Tool Update + Source Code Link | Quote | ID: 45730


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OK, that seems to have done it. Thanks. If anyone's interested in a roving Chomp, here it is. No guarantees it'll work properly. I know very little ASM, so the code's probably extremely sloppy. (If somone who knows what they're doing wants to look at it and see if there are any major problems, I'd appreciate it)

icegoom
Posted on 06-18-07 11:14 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 46676


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Be more specific, Reini. What about a YI Koopa do you want that's different from a normal SMW Koopa? You could possibly do the graphics with ExAnimation. (I haven't checked to see if YI Koopa fits in the alloted space. You'd probably have to remap the head to avoid coins and jumping Piranhas from glitching)

icegoom
Posted on 06-18-07 11:21 PM, in Mario's Lost World Link | Quote | ID: 46678


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A different final boss? Here's my conundrum: I'd like to do a different final enemy than Bowser, but I still want to use all the traditional enemies which populate his army. Unless I can come up with some story reason for some other character commanding a bunch of Koopas, Hammer Bros., Buzzy Beetles, Goombas, etc., I'm probably stuck with Bowser. I don't much like the Clown Car battle, but there really aren't a whole lot of other options at this time. Who knows... I work glacially slow, so maybe we'll have other custom bosses available to us once I get around to making the final level.

icegoom
Posted on 06-20-07 06:14 PM, in Mario's Lost World Link | Quote | ID: 47223


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Posted by Joshua
Wouldn't be the same without Bowser... but who says Bowser has to be in his clown car?

And I don't mean that oh-so-anticlimatic "grab the axe" Bowser either.

Not sure how limited your unique enemy-creating skills are though. You've said you excelled mostly in the graphics department, rather than coding...

I'm able to slightly modify existing custom sprites, but coding an entire new boss battle is far beyond what I'm capable of. I wouldn't use the SMB1 Bowser sprite as a final boss, but it's still up in the air what I will use. That's a ways off, though.

All right, finally decided to do something with the status bar:



Also, new Thwomps, Boos, and skeletons, I guess. It comes to my attention that the screenshots on my pathetic little website are horribly out of date, so I'm thinking I'm going to go on a photography spree and try to rectify that.

Here's something I keep picking at, Goomba graphics:



The one on top is the one I'm currently using, the bottom one is from my NSMB remake, and the others are in various stages of completion. (There's some of Nintendo's artwork there for reference) Opinions on this?

I've been tweaking Mario's graphics a bit. I'm giving him the "friendlier" face from the NSMB remake's Mario sprite and trying to make him look a little more rotund. I've changed his standing frame so that he has his arms are slightly raised up to his side like in most of the official sprites. It seems to animate better that way:



Actual in-game three frame animation on the left, my desired four frame animation on the right. If anyone can fulfill this request to give Mario more walking frames, it would make the animation so much smoother. (I'm guessing it would be fairly difficult to do, though)

Um, more screenies coming soon, I think.
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