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Please chime in on a proposed restructuring of the ROM hacking sections.
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icegoom
Posted on 06-23-07 12:52 PM, in Luigi's Adventure: The Adventure of Phantasm World COMPLETE Link | Quote | ID: 48882


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Piddly complaint, but I really wish Anikiti would fix that huge black splotch on the belly of all his Cheep Cheeps:



I wonder how much is new in this version from the previous version? Seems like I got to about world 5 in that one before I gave up in frustration.

icegoom
Posted on 06-23-07 01:02 PM, in Big Boo Boss graphics troubles Link | Quote | ID: 48884


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Erm... yeah, I was, like, totally going to post that, but anonymous Mattrizzle beat me to it by seconds. Yeah, totally.

icegoom
Posted on 06-24-07 12:07 AM, in Big Boo Boss graphics troubles Link | Quote | ID: 48963


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I was just kidding, Mattrizzle. I made myself scarce during that whole anonymous thing.

icegoom
Posted on 06-24-07 12:41 AM, in Mario's Lost World Link | Quote | ID: 48967


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That's an interesting idea, ristar. It does kind of fit with the ghetto boss set-ups I've already done, where the bosses are normal enemies with level enders and the challenge comes from the room itself. But I'm not big on the idea of only getting four chances to hit the boss and then you're out of luck. (But yeah, there could be more blocks in the room) The Cyclope star wouldn't work with Big Boo's current mirroring, but that's not difficult to fix.
Posted by Mattrizzle87
I think that the second-from-right one on the bottom looks the best. It has the least red tones in it (Goombas are now a duller brown than they were in the past) and its head looks about the right width.

All right, I'm trying a variation on that one. I switched Goombas over to palette C, which has duller browns than the fiery palette A. Still not perfected:



icegoom
Posted on 06-24-07 12:42 AM, in SMB2 Music Patch! Link | Quote | ID: 48968


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That's a really nice arrangement. I can actually listen to that loop for several minutes without getting annoyed, which is the mark of good map music.

icegoom
Posted on 06-26-07 08:45 PM, in Map16 and BG question Link | Quote | ID: 49836


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The black outlines in the background are making it difficult to distinguish them from the foreground. Replace them with a medium bluish grey, like so:



Also, turn the green shadow in the background into a purplish grey and lighten up the yellow orange spots.


icegoom
Posted on 06-26-07 09:01 PM, in Mario's Lost World Link | Quote | ID: 49846


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I wasn't having problems so much as I was just being lazy. Way back when, I assembled the background hurriedly just to see what it would look like without worrying about all the tiles lining up, and then I just left it like that and never bothered fixing it. That's been fixed now:



OK, I'm using the old Goomba with the new eyes now:



The animation still looks a bit wonky to me, but maybe it's the best I'll get with two frames.

icegoom
Posted on 06-26-07 11:09 PM, in Mario's Lost World Link | Quote | ID: 49895


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Yep, I'm already using ExAnimation fairly extensively for enemies with just one frame:



I've currently got room for six more frames of something, I think. (I've been lazy and lumped them all into one file instead of breaking them apart by theme) I'm reluctant to use ExAnimation on enemies with one than one frame because you have to remap them to use one frame for their normal walkcycle. If you have a level with a lot of environmental animation, there might not be room for enemy animations. It isn't a problem for a Bullet Bill to not be animated, but it is for a Goomba.

icegoom
Posted on 06-28-07 11:10 PM, in Adding overworld music Link | Quote | ID: 50479


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This works just fine on an almost clean ROM, but it just causes my hack in-progress to freeze up. (Not surprising, as much crap that's been accumulating in my ROM for the past year) So, any way to utilize this for level music? (I'm coveting that DKC2 brambles music)

icegoom
Posted on 06-28-07 11:12 PM, in SMW and 65816 pros: Look here (rev. 2 of 06-28-07 11:21 PM) Link | Quote | ID: 50480


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This is pretty amazing, having the raw code for the entire ROM sitting in front of me. I don't understand most of it, but I've been able to glean some choice pieces of data where stuff is clearly labeled. (Currently trying to sift through Bob-omb's code in hopes of figuring out how to stop the explosion timer from resetting when throwing it horizontally)

icegoom
Posted on 06-28-07 11:36 PM, in Adding overworld music (rev. 3 of 06-29-07 12:05 AM) Link | Quote | ID: 50486


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Posted by S.N.N.
icegoom: Where is it freezing up? I know if it freezes at the "MARIO START!" screen, it's because you typed the commands out of order, or forgot INIT. Your ROM needs to be 1 MB too or it won't work

If it's freezing elsewhere, it could have something to do with incorrect inserting, because it worked fine in my hack.

It freezes as soon as it starts. Black screen of death before the title can even come up. I typed the commands exactly the same for my hack as I did for the semi-clean ROM, (and it is well over a meg in size) so who knows? The same thing happened back when I tried applying Mattrizzle's SMB2 music patch to my hack, so I think it just hates new music.

Edit: OK, now that I look, it's a bit different from what the SMB2 patch did. The "Nintendo Presents" logo appears, but the title screen won't load after that.

icegoom
Posted on 07-03-07 10:00 AM, in Super Maria Sisters Link | Quote | ID: 51846


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Aww... sorry to hear it, but yeah, it'd been a while since we'd heard anything out of this project and I feared you'd given up on it. I'm glad it's going to continue in another form, at least. While it won't really be a SMW hack anymore, keep us posted on the new game if possible.

icegoom
Posted on 07-03-07 10:09 AM, in Luigi's Last Desire Link | Quote | ID: 51848


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Yeah, Darklink's nothing if not a fast worker.

The YI graphics are totally working for you. If you want to remap Koopa heads, you probably use some modified YI Koopas to match up stylistically with the Goombas and Shy Guys. (Too bad there's no such thing as a YI-styled Chuck)

Congratulations on finding a palette that looked good for those overworld graphics. It's not always an easy task. Is that an ice world, though? None of the levels you've shown there are particularly cold-looking.



Heh, I'm not sure Marle really works as a "jungle girl." It kind of looks like she's farting on Mario in that picture.

icegoom
Posted on 07-03-07 10:18 AM, in SMB2 Music Patch! Link | Quote | ID: 51850


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Posted by Bloodstar
Hmm... Maybe you could have SMW's level tracks as alternate selections? I, for one, as mentioned earlier, absolutely can't stand anything but SMW's song in a castle. :/

Yeah, I find the SMB3 Fortress and SMB1 castle themes to be pretty poor replacements for SMW's castle theme. (SMB2's interior theme is similarly too repetitive to work as a castle for me) Death Mountain is thematically very similar to SMW's castle music, though, so I think it's a really good fit. But if any music from the original SMW were to be carried over, the castle theme would be the one I'd want. (Well, that and the ghost house, but SMK's rendition is a fine replacement)

I'm all for including the original map music. The more variety, the better. But I'm still much more excited about all the new map music that's being included.

icegoom
Posted on 07-03-07 11:01 AM, in Super Maria Sisters Link | Quote | ID: 51862


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Ugh, tell me about it. The lack of horizontal space makes spriting for this game way more difficult than it ought to be. I've done, what, six main character sprites for SMW?, and every one of them has ended up with their arms mashed unnaturally to the sides, which just does not make for a natural walkcycle. Really, name a (non RPG) 16-bit game with stricter size limitations on its main character sprite than SMW. It's a really primitive engine. But hell, it does have a great editor.

You went and made me google Monster World IV, and yeah, that style would work great with Maria. I say keep the hands that size if it's at all workable.

icegoom
Posted on 07-05-07 11:58 PM, in SMB3 Goomba Link | Quote | ID: 52594


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Yup, Tweaker can do that easily. You just need to fix the tile used by the squished Goomba afterwards. Look here.

icegoom
Posted on 07-21-07 10:49 AM, in Mario's Lost World Link | Quote | ID: 56549


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So I guess since the previous day's posts got deleted with whatever the heck happened here, I'll re-post my last update. (No sense letting the images languish unused in my imageshack account, I guess)

Blue Switch Palace, new railing for the cruiser, and a new underwater level:





Let's see, the last reply I saw to this was from Goldensunboy, who expressed concern that the background was too similar to the castle background from the original game. So yeah, until very recently, I was still using the original castle background for my switch palace levels. I actually tried to draw a dome ceiling, which you can't really see in any of the screenshots because the level doesn't scroll high enough, which might be a good thing with the perspective being all wonky:



I am thinking maybe I should make the darker columns a tiny bit thinner to indicate that they're slightly further away than the nearer foreground columns. Here's the same background in the yellow switch palace with a different palette:



Progress-wise, I have one level I want to fix up before I release the demo, so I'm really, really hoping that I'll have a release for you guys soon. (Whatever you want to translate "soon" into)

icegoom
Posted on 07-21-07 11:20 AM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 56552


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Posted by icegoom
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?

So I think I've sort of figured this out by looking at mikeyk's disassembly. The stun timer for any stunnable enemy gets reset any time the enemy's status gets changed from 09 (stunned) to 0A (kicked).

You can change ACA0 from 0A to 09 to make it so that Bob-omb's explosion timer never gets reset, but unfortunately, this affects all stunnable foes. (With this changed, kicking a Koopa or Buzzy Beetle shell will cause it to fly forward a few blocks, then stop dead instead of rocketing forward and taking out anything in its path) There's also an issue where you can simply walk into the side of a Bob-omb to kick it very slightly and reset its explosion counter. You can also change AC81 to 32 (this branches past the Bob-omb behavior to key behavior) to make it so that Bob-omb acts solid if you try to walk into it from the side. This is kind of weird, and if you jump on a stunned Bob-omb, Mario oddly bounces on top of it until you move to the side or the bomb explodes.

If I can figure out some way to redirect just Bob-omb to use a different routine which doesn't change the status to 0A, I could make a Bob-omb which couldn't be diffused while keeping the other stunnable sprites intact. (This Bob-omb probably wouldn't be useable as a weapon, which is fine by me) I don't understand much about ASM, but presumably I'd copy this code to some free space in the ROM:

CODE_01AA94:        20 46 AB      JSR.W CODE_01AB46         
CODE_01AA97: 20 28 A7 JSR.W PlayKickSfx
CODE_01AA9A: BD 40 15 LDA.W $1540,X
CODE_01AA9D: 95 C2 STA RAM_SpriteState,X
CODE_01AA9F: A9 0A LDA.B #$0A ; \ Sprite status = Kicked
CODE_01AAA1: 9D C8 14 STA.W $14C8,X ; /
CODE_01AAA4: A9 10 LDA.B #$10
CODE_01AAA6: 9D 4C 15 STA.W RAM_DisableInter,X
CODE_01AAA9: 20 30 AD JSR.W SubHorizPos
CODE_01AAAC: B9 6B 9F LDA.W ShellSpeedX,Y
CODE_01AAAF: 95 B6 STA RAM_SpriteSpeedX,X
Return01AAB1: 60 RTS ; Return


Then change the 0A to 09 and then tell Bob-omb to jump to the new code. Maybe it has something to do with this, but I think this just deals with what happens when you walk into the side of a stunned Bob-omb and not what happens when you throw one you're carrying:

CODE_01AA7E:        C9 0D         CMP.B #$0D                ; \ Branch if Bobomb
CODE_01AA80: F0 15 BEQ CODE_01AA97 ; /


So, erm, yeah, maybe I'll figure this out if I keep poking around at the code and trying to understand ASM tutorials, but any push in the right direction would be appreciated. Oh, and if I'm not supposed to be posting disassembled code like that, I'll take it down.

icegoom
Posted on 07-22-07 01:36 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 56788


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Posted by mikeyk
icegoom: I think the easiest minor edit would be to change PC 0xAC0E from 05 to 03. This will also cause some other enemies to not be re-stunned when kicked (Goomba, MechaKoopa). You'd have to hack the routine a little bit if yoy wanted to prevent that.

Wow, that seems to do exactly what I wanted. I didn't much like Mechakoopas having their stun timers when kicked, and I'm not even using carryable Goombas, so that's all right by me. Thanks a lot!

icegoom
Posted on 07-22-07 01:40 PM, in Mario's Lost World Link | Quote | ID: 56789


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No, not finished yet. The demo will be as soon as I get one last level done to my liking, I think.

Jenie: I've thought before about making a Birdo who shoots eggs which become carryable once stomped, but that's about the extent of it. I've already got some puzzles which rely on riding Birdo eggs, so they need to stay rideable and not stompable.
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