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Please chime in on a proposed restructuring of the ROM hacking sections.
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icegoom
Posted on 07-22-07 02:43 PM, in Remapping the koopa's GFX? Link | Quote | ID: 56794


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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
Posted on 07-23-07 03:53 PM, in Mario's Lost World Link | Quote | ID: 57163


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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
Posted on 07-23-07 04:49 PM, in New Custom Sprites Link | Quote | ID: 57186


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Glad to see Bloopers being released to everybody. The entire SMB1 crew can now be reunited.
Posted by Jenie
Im still waiting on classic koopa troopa that dont pop out of their shells.
Unless thats been made already.

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
Posted on 07-25-07 01:26 AM, in Mario's Lost World Link | Quote | ID: 57555


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Posted by Yoshi Master
I think the second one walks with his head kinda high,maybe move the eyes down a bit, but its still the way to go.

It seemed about right to me with the entire bomb slanted backwards, but I moved the eyes down a pixel.

Posted by Jenie
When he is ready.
You cant rush good work, i am holding myself back from asking that same question, but i know it will just agrivate him.

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
I love the look of the gfx, but then again gfx isn't everything are you going to release a demo because I can't tell if you have good level design other than the two videos you posted one here.

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
Posted on 07-25-07 04:16 AM, in Mario's Lost World Link | Quote | ID: 57635


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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
Icegoom, when you placed the Chain Chomp on the ledge there, wouldn't it bounce in midair?

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
Is it just me, or is that mouser up there?
Is he a boss?
He should be lol.

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
Posted on 07-28-07 05:57 PM, in New Custom Sprites Link | Quote | ID: 59189


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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
Posted on 07-28-07 06:05 PM, in Mario's Lost World Link | Quote | ID: 59190


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Posted by Ristar
Good job icegoom ! the Mouser bros from Bowser vs Wario is very cool !
The yellow raccoon is Bob-omb launcher ?

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
Well there were green spinies in SMB3. Granted, they were just eggs that never hatched, but still.

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
Posted on 07-29-07 08:06 AM, in Custom Block Link | Quote | ID: 59311


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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
Posted on 07-29-07 08:13 AM, in New Custom Sprites Link | Quote | ID: 59314


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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
Posted on 07-29-07 08:18 AM, in A hack in the works Link | Quote | ID: 59315


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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
Posted on 07-30-07 06:11 AM, in Mario's Lost World Link | Quote | ID: 59499


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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
Posted on 07-30-07 06:21 AM, in New Custom Sprites Link | Quote | ID: 59501


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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
Posted on 07-30-07 06:30 AM, in New Custom Sprites (rev. 2 of 07-30-07 06:30 AM) Link | Quote | ID: 59510


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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
Posted on 08-07-07 12:02 AM, in Mario's Lost World Link | Quote | ID: 60543


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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
Posted on 08-08-07 01:36 AM, in New Custom Sprites Link | Quote | ID: 60841


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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
Posted on 08-08-07 11:03 AM, in New Custom Sprites Link | Quote | ID: 60985


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Posted by mikeyk
Hmmm... that is quite odd. I really can't think of anything that would be causing your problem. If you send me your ROM, I can trace it for you and figure out why it's crashing.

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
Posted on 08-12-07 11:19 PM, in New Custom Sprites Link | Quote | ID: 62023


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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
Posted on 08-13-07 11:27 PM, in Mario's Lost World Link | Quote | ID: 62231


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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
Posted on 08-14-07 03:54 AM, in Mario's Lost World Link | Quote | ID: 62282


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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
Posted on 08-14-07 03:59 AM, in New Custom Sprites Link | Quote | ID: 62287


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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?
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