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Posts by Sonikku
Sonikku's Profile - Posts by Sonikku
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In the original graphic file, there's extra space that seems to be useless. The unfortunate thing is that it is not. If overwritten, the OW paths can be glitched like in your screenshot.


Here's what it looks like normally:


Here's what happens when this "extra space" is used by copies of the Castle 5 sign:



To fix it, go to the 8x8 tile editor on the OW editor. Go down all the way to the bottom, and replace the glitched tiles with blank tiles (Like the extra tiles next to the glowing yellow and red level tiles.). If you don't understand what I'm talking about, PM me your IPS patch and I'll do it, and send it back to you.
Its tile 38 in GFX00, when you view it from YY-CHR.


Its the Layer 3 Forest BG from Dino City. I was using this to test the M16-7k feature. I think it simple but effective. It needs some editing in the Map16, but I may upload it.
http://www.smwcentral.net/?p=showexgfx&id=758

This would have been difficult to port if it weren't for the M16-7k technique.
Did you go to Change Properties in Sprite Header, and change the Sprite Memory to 09? It needs to be set to 09 or else such a glitch will happen.


I'm having so much fun hacking lately. The fish on the right are basically the Dolphins with edited graphics haha. I am also aware of the cutoffness in the BG, I haven't fixed it yet.
Originally posted by Broozer
Death, this looks really nice. I also liked the fish idea, I never realized that you could just place the graphics of it over the Dolphin graphics in order to get it... I would probably try to make a custom sprite to use with the fish GFX. XD

The foreground and the background are excellent, by the way. Did you draw the foreground yourself? And is the BG ripped or made by scratch?

Thanks, and yeah, I drew the forground myself. I tried to make a decent rock texture with SMW's limited brown shades. And the BG was ripped from Sonic 2's Aquatic Ruin zone, which I ripped and submitted to the ExGFX section.
<object width="425" height="349"><param name="movie" value="http://www.youtube.com/v/iAEbeIvL9Qw&hl=en&fs=1&rel=0&border=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/iAEbeIvL9Qw&hl=en&fs=1&rel=0&border=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="349"></embed></object>

So far I only have 1 powerup, but I hope to make more things. The cool thing about these is that you can actually lose the powerups, like the original Powerups!
Last edited on 2008-10-17 09:50:00 PM by Sonikku.
Originally posted by An00bis
Wow, death, that's really neat. Is it an actual power-up or a pseudo power-up, like Schwa's? If they're pseudo, you could add a lot more...

Thanks, and its an actual powerup. There's FF powerups, but most are glitched, but every five or so, there's one or two that works how I need it.

For example, this is the block I'm using in the video;
Code
LDA #$1A CMP $19 BNE Boost RTS LDA #$1A CMP $19 BEQ NoBoost RTS Boost: LDA #$A0 STA $7B LDA #$05 STA $1DF9 RTS NoBoost: LDA #$00 STA $7B RTS


If Mario's current powerup isn't 1A (A null powerup), it goes to Boost, so Mario flies backward. If his powerup is 1A, the block will stop shooting Mario back.


And there is a unused Red powerup (Which like all others, acts like Super Mario) within the null powerups, so I can likely use that for something like Schwa's Lava Boot powerup, or something.


Although at the moment, I'm making a powerup that makes water solid, but still will disable the Water Meter while you're on it.
Last edited on 2008-10-17 10:13:38 PM by Sonikku.
Originally posted by Broozer
Death, you're doing an awesome job with these stuff. Your hack is rather a fangame than a SMW hack for now. Just keep it up!

Haha, thanks. I also made a new powerup;



Without the blue mushroom (Will be making different graphics later), you sink as if its quicksand, but if you grab it, it acts as a ledge.



EDIT: Ugh, it seems that I can either NOT use these powerups, or NOT use the original powerups, otherwise the game will crash. :/


..I guess these powerups will have to give Mario his original powerups instead of the unused ones, cause these are incompatible with the original ones.

EDIT2: That definitely was the problem - The Powerup getting animation was the thing crashing the game. I need to make custom sprites to give Mario his original powerups rather than using the original sprites.
Last edited on 2008-10-18 02:27:23 PM by Sonikku.




This is from the elevator areas on Drill Dozer (Which I recommend playing if you haven't already). It took me about an hour to rip, but it came out pretty good imo.
PukiWiki

Everything is in Japanese, so you may need to translate it with an online translator.
Drill Dozer-Elevator

Just ripped it last night. Have fun~
I'm going to stop doing ASM work until C3 to work on finishing at least 12 levels for a demo. I have about 5 done at the moment, so I need to do at least 1 level every day. I need 2 days for Halloween, so my quota NEEDS to be fulfilled by the due date.



1 level every day will be tough, but if I can't get it done, I should have at least 10 levels (..I hope).

Working on a new level. It features 4 different colored mushrooms. Red Mushrooms bounce the player. Green Mushrooms are ledges. Purple Mushrooms hurt the player. Silver (Metal) Mushrooms are completely solid.
I found out about Lunar Magic from a friend who calls himself Toony. We were talking on MSN and I asked him what I could do to kill my boredom, and he said to look up Lunar Magic. I downloaded it at Romhacking.net, and worked on a hack called Welcome Back to Super Mario World, which I canceled about a year back. Then around December of last year I saw a link to SMWCentral on Youtube, and have been coming here ever since.
If I recall correctly, blocks can only be activated when Mario or a sprite is touching it.



Of course, you can use the On/Off passable blocks included with Blocktool and then use the SPRITESW (Or something, I forget the name) sprite included in STARSW.zip.
About the blocks, since they're part of Layer 1/2, they cannot be activated without first being touched by Mario or a sprite, so lets say, I can make a block that causes Mario to fall through it when he's invincible, but this can only be activated when he or a sprite is touching it (Depending on what the offsets are). If Mario nor a sprite isn't touching it, the code cannot be run.


And there's a block that is impassable when the On/Off switch is On included with blocktool. When you add it to your hack, look up STARSW.zip, and there's a link that should take you to Pukiwiki. Download the file called STARSW and find a sprite called SPRITESW and put it in your sprites folder of Sprite Tool. Put the file name in your Sprites txt file, and then put it in your level, along with the On/Off passable blocks somewhere, and when all sprites on screen are killed, the On/Off switch gets activated.
8 levels done. I have 5 more days to finish 4 more levels, I guess if I can get 4 more levels done I'll be right on schedule, Super Blooper will be coming to C3.
Last edited on 2008-10-27 05:18:34 PM by Sonikku.


Another BG from Drill Dozer. Its the BG from the level; Metal City.




The title screen video isn't final, but it will be using a level like this. I decided I'd use the name "Super Blooper!" for the hack title. The reason is since C3 is coming up so quickly, I needed a name and I remember someone suggesting it somewhere.
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Sonikku's Profile - Posts by Sonikku

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