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Main - Posts by icegoom |
icegoom |
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Cheep-cheep Level: 33 Posts: 161/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
0x09D83 [82 A0 82 A2 84 A4]
Koopa Troopa tilemap (Head, Walking body 1, Head, Walking body 2, Turning Head, Turning Body) Change the 82's to something else and move the head graphics to the appropriate spot. Alternately, you could remap the Jumpin' Piranha, Point Notations, and the Portable Springboard to use tile 69 as a blank space tile instead of 83, but that's a lot more work. |
icegoom |
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Cheep-cheep Level: 33 Posts: 162/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Ha ha! I suck at drawing lots of stuff. I have yet to make some animated water I'm satisfied with, for instance. Fluids are hard to animate...
So to give you guys some idea of the piddly crap that occupies my time, I'm yet again obsessing with changing the graphics for a minor sprite. With Bob-omb finally in proper working order thanks to mikeyk, I decided to update its look once again. I'm not sure if it's an actual improvement, though... The version I'm currently using is on top, while the newer one is on bottom: (walking, turning frame, ready to explode) I like the shading better on the older one, but the newer one I think is better animated. Because of the way it's slanted, the newer one is able to fill out the 16x16 space better because the wick doesn't have to take up as much room vertically. (The older one always looks too small compared to other sprites to me) I'm unsure whether Bob-omb should be able to close its eyes as it's getting ready to explode. |
icegoom |
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Cheep-cheep Level: 33 Posts: 163/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Glad to see Bloopers being released to everybody. The entire SMB1 crew can now be reunited.
Posted by Jenie We've known how to do this for a little while. You have to use a hex editor to make the change, and it affects all the Koopas in the game instead of being a custom sprite which you can insert separately. Mattrizzle's method can be found here, or you can accomplish basically the same thing by changing just two addresses: 0x98C6 [1A] Change to 04 to prevent shelless Koopas from hopping out of stunned shells 0x0AC15 [02] Change to FF to prevent Koopas from spawning shelless Koopas when jumped on. |
icegoom |
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Cheep-cheep Level: 33 Posts: 164/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by Yoshi Master It seemed about right to me with the entire bomb slanted backwards, but I moved the eyes down a pixel. Posted by Jenie I'm not easily aggravated, really, but I make it a point to never set dates on when I'll release stuff, because I have a nasty habit of missing deadlines, which just makes people mad. Posted by mimic We'll see if anyone likes my levels, I guess. I'm not the greatest level designer who ever lived, but I have a fair amount of fun playing them. All right, so progress is good on that last level I mentioned. I'm just Bob-omb happy lately, so the whole thing has an explosive theme: I finished up to the midway point today, so I'll do the second half of the level tomorrow. Once that's done, I think I want to clean up my cave background a bit and maybe make a new castle background, but things are getting pretty darn close to ready. |
icegoom |
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Cheep-cheep Level: 33 Posts: 165/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Where are you seeing a Green Spiny? Now, Blue Spinies, they patrol a limited area. (In this case, he doesn't walk down slopes) But Green ones? That's just wacky.
Posted by Remnic The Hedgehog I can live with that. Note that no enemy placement in these shots is final, as I'm still in the midst of building the level. Posted by Jenie It's just the Bomb Bro. that comes with Sprite Tool with new graphics, so it's not a boss, just a normal foe. The second half of the level is going to have those guys lobbing Bombs at you from inconvenient locations, and I've shortened the fuse so that they blow up pretty much as soon as they land. |
icegoom |
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Cheep-cheep Level: 33 Posts: 166/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
This is a really exciting time to be a SMW hacker. With all the sprites we now have available, it's really becoming possible to make an "ultimate" Mario game out of SMW, where elements from anywhere in the Mario series can be combined.
Here's some Bully graphics I drew for anyone interested: (Drawn more from memory than reference, so they're not perfect) You'll probably have to recolor them to fit in with whatever palette your game's using. And yeah, so Boss Bass, awesome. It is kind of a shame that he doesn't come back if you kill him, though. (That bugs me about Porcupuffer in the original SMW, too) He also swims about a block too high to look like he's in layer 3 water, but it would probably be pretty easy to move him up or down on the screen. (Haven't tried it yet) |
icegoom |
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Cheep-cheep Level: 33 Posts: 167/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by Ristar Ha! Someone remembers the Mouser Bros.! This one actually throws working bombs, though. And yup, the yellow raccoon is an Albatoss. I always felt a little gypped that we didn't see an actual flying Tanooki in SMB3, so I stuck on in Lost World. The design is based on the ones from Mario Sunshine, but without the pear-shaped bodies. Posted by asdf I've actually made the Spinies which walk on the ceiling turn into eggs once they fall instead of upside down shells in reference to that level from SMB3. I should just go ahead and change their palette to green. All right, so to update you guys, I'm completely finished with the level I was working on. I'm just going through now and cleaning up some minor problems in other parts of the game. I'm going on vacation on Monday, so that's going to prevent me from doing much for the next week, but I'll hopefully be ready for a release shortly after I get back. |
icegoom |
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Cheep-cheep Level: 33 Posts: 168/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Wait, a block that just gives you points? Why would you even want to do that? Points are completely worthless in Super Mario World. |
icegoom |
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Cheep-cheep Level: 33 Posts: 169/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Ah ha ha! Carryable Birdo eggs? Yeah, I've been wanting those for a while now. I'm kind of torn about adding them in at this point, since I've got a couple of egg-riding segments that would become more difficult if the player wasn't allowed to press Y while riding the egg.
Something I've noticed about Birdos is that it's kind of spotty whether you can hit them with throwable objects. Sometimes your first shot will connect, sometimes several shots will go straight through them, and sometimes you flat out can't hit them at all. (Thwomps and Thwimps in the original game are similar in this regard) So if you give Birdos throwable object HP at some point in the future, you might want to look into that. |
icegoom |
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Cheep-cheep Level: 33 Posts: 170/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
I'm pretty impressed with the amount of graphics you've changed here. You've put a lot of work into this, and it's good to see such stylistic consistency. I really liked the castle with all the foreground pipes. Oh, and all the spacey areas were really awesome-looking, too. Did I detect altered gravity there?
I did run into a problem: In the level immediately after the cape flight in the cave world, you die immediately upon entering the level. I'm guessing the BG height is set incorrectly. |
icegoom |
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Cheep-cheep Level: 33 Posts: 171/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Oh, you don't like the way there's no texture on the inside leaves? (I'm assuming you're talking about the big bushes) I actually rather like the way that looks, but you're not the first to complain about it. I suppose it'd be possible to spare a couple of tiles and fill those with a leafy pattern. But yeah, I'd considered the bushes finished and don't really want to do anything else to them unless there's just a huge outcry. |
icegoom |
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Cheep-cheep Level: 33 Posts: 172/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
You could look through this disassembly yourself if you know what you're looking for.
Does that rideable egg just use whatever Ninji's second frame is set to instead of being hard-coded to use tile A9? I've remapped Ninji and the carried egg's second frame shows up as an unglitched Ninji if I stick them in the same area. (Not really a problem, just a curiosity) It's nice to have my shots connecting with Birdo. The immunity to capes and bouncing blocks isn't really a problem with the particular Birdo I was concerned with, since it's an area not directly accessible to Mario anyway. But yeah, someone else might have trouble with that. |
icegoom |
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Cheep-cheep Level: 33 Posts: 173/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
That's Mattrizzle's Giant Shy Guy? Just change the tilemap. (Located under "sprite graphics routine")
TILEMAP dcb $A0,$AB,$C0,$C2,$E0,$E2,$E4,$E6 dcb $A0,$AB,$C0,$C2,$E0,$E2,$E4,$E6 I think you're wanting to change the $AB's into $A7's. |
icegoom |
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Cheep-cheep Level: 33 Posts: 175/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
My blue spinies actually used to be green, (I think you can spot one in a youtube video I posted) but I decided that I'd give them a Shy Guy coloring scheme (red walks off cliffs, blue stays on) to make things more intuitive.
So once I get caught up on everything I missed last week, I'll get to some final adjustments on this. |
icegoom |
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Cheep-cheep Level: 33 Posts: 176/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Bizarrely, after inserting sprites with the new Sprite Tool, there's a major problem with my game's opening. As soon as Mario stomps a Koopa, the colors get messed up and game freezes:
If I start a game before Mario gets to the Koopa, everything seems to work fine. (I haven't tested every single sprite I inserted yet, though) I did bring several .asm and .cfg files over from the older version of sprite tool because I didn't want to change all the tilemaps again, so I probably should try again with the updated sprites. I can function just fine with an older version of Sprite Tool for the time being, but this is kind of weird. |
icegoom |
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Cheep-cheep Level: 33 Posts: 177/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by mikeyk Someone at SMWCentral says that their game is freezing up whenever they come upon a shooter, and now that I think about it, there's also a Bullet Bill cannon on the next screen in the intro. I'm playing the game now up to a cannon, and yup, that does cause a crash, so that's probably the issue. I can send you the ROM if you want to see this in action. mugengod2006: Thanks for the offer. I'm currently just using an older version of Sprite Tool to avoid the problem, so it doesn't urgently need to be fixed. But I can send it to you if you just want to research the problem and help mikeyk improve Sprite Tool. |
icegoom |
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Cheep-cheep Level: 33 Posts: 178/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Ha ha! You are ridiculously hard working, mikeyk. I'm having a hard time keeping up, having to change versions of Sprite Tool and move my old sprites over every few days. (That's not a complaint at all) I'm glad to hear that this should work with AddMusic now. (Now, if only AddMusic could work with an already expanded ROM, I'd be in business)
Classic Koopas that don't give Yoshi abilities? Awesome. I've already made those changes permanently to the original sprites, but if I were to start over, I could see SMW Koopas and Classic Koopas co-existing as being a very good thing. (Most of the time SMW Blue Koopas are bad from a level design perspective, but sometimes you just don't want to go to the trouble of making an alternate Yoshi path and just want to plunk a free blue shell down) Oh, and the Level Ender ignoring platforms is super nifty, too. SMB1 Bowser Battles with platforms to aid jumping over his head are now possible. |
icegoom |
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Cheep-cheep Level: 33 Posts: 179/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Erm, yeah...
I guess I did kind of imply that I'd have this released within a week or so from when I got back, and it's been a week now. Heh, I keep playing around with Sprite Tool instead of making the small fixes I need to. I could release this right now if you guys don't mind a couple of small areas that have the original SMW castle background. I keep looking at my backgrounds in general and thinking that they need major improvements before this will be fit for public consumption, but backgrounds take me so long to do that I could continue putting this off indefinitely. But really, it's only a demo, so I should probably just get on with it. |
icegoom |
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Cheep-cheep Level: 33 Posts: 180/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
All right, so I guess I'm releasing a demo. There's probably no way this can live up to the expectations some people have built up for it, so just try to enjoy it for what it is. I've probably put up enough screenshots so far that you guys know what you're getting into, so let's just go straight to the download links:
My crappy geocities site SMWCentral (Preferrable) Let me know if the patch doesn't work for some reason. I'm sure this sucker's chock full of glitches, some that I'm aware of, others that I'm not. I'm most interested in hearing how the levels play. Too easy, too hard, too unoriginal? I tried to come up with the best stuff I could, but I'm sure a lot of it's still pretty n00bish. |
icegoom |
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Cheep-cheep Level: 33 Posts: 181/195 EXP: 215693 Next: 13486 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Carryable Spinies? Awesome. I think the only place I've seen such a thing was in JaSp's Some Usual Day. I know the Reverse Spiny isn't your sprite, but maybe it could also be modified so that it yields a cape swipable carryable shell now? |
Main - Posts by icegoom |
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