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Tip: Check for glitched graphics in all frames of an object or sprite (i.e., the ON/OFF block changing, etc...).
Goomba Disassembly Problems
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So, I just found out - after all of the times I was bummed that there isn't a gommab disassembly - that there is one: it it comes with Sprite Tool.

Happy I was since I could edit the Goomba to act like an NSMB one (look at my request in my siggy), I tried it out first before editing it.

Here's how the sprite works:

Link

The sprite can be in sprite tool under the name "goomba"

Any help?
Originally posted by jimbo1qaz
Do you really need both normal and NSMB goombas? You can tweak the original goomba to be NSMB.


I wouldn't be here if I didn't wouldn't I?

Could you please cut it out.
Did you set it to act like the SMW goomba in the cfg?
Originally posted by Kaijyuu
Did you set it to act like the SMW goomba in the cfg?


Wow! The problem was that Custom was checked and not Tweak!

Thank Kaijyuu!

EDIT:

Okay I have a different but related problem: how do I repoint its graphics? I CTRL+F-ed for tile "A8", which is one of the Goomba's tiles, but it doesn't show. And I don't know which is the graphics routine either.
Last edited on 2012-04-13 02:30:57 PM by Punk Sarcophagus.
I don't know if we can bump our own threads. But if we can, I'm bumping this for the question above. Hooray for non-obnoxious bump!
Yeah, the same question above.
Originally posted by jimbo1qaz
Originally posted by jimbo1qaz
Do you really need both normal and NSMB goombas? You can tweak the original goomba to be NSMB.


Would you please stop it? I already now about the whole tweaker thing VERY LONG AGO.

I WOULD NOT BE ASKING HOW TO DO THIS IF I DIDN'T NEED IT. Could kindly please leave this thread if your going to be obnoxious about this. I don't why the heck you think I wouldn't bump this thread twice or make a thread if I don't want both SMW Goombas and Normal Goombas. And if you still don't understand, then I don't know what's wrong with you.
Well, you could look for these addresses in your disassembly, $0302 or $0202, this is the location of the tile in OAM, if you find these one of these two codes, you can find the tile you want to edit.
Last edited on 2012-04-18 11:16:50 PM by DiscoMan.
Originally posted by DiscoMan
Well, you could look for these addresses in your disassembly, $0302 or $0202, this is the location of the tile in OAM, if you find these one of these two codes, you can find the tile you want to edit.



What's OAM?
Originally posted by SMWiki
OAM is a chunk of memory in the PPU that stores the data about the sprite tiles to draw onto screen. It contains 128 "sprite slots", each slot requiring 4 bytes in the main table and two additional bits stored separately in a smaller table towards the end of the OAM.
Last edited on 2012-04-20 11:44:39 PM by DiscoMan.
So, uhm, uhh. I need help. I can't seem to find any of the numbers you posted. :/
Well, the values I've told ya before was $0300, $0301, $0302, $0303 and $0460.

To edit goomba's tilemap properly you MUST edit it's OAM tile settings which is the $0302 one, don't worry, if you know those values, it'll be easier for you to understand spriting, there's in fact a spriting tutorial that explains those address and I recommend you to read it. :3

Ok, let's change it's tilemaps, you need to found this piece of code:

Code
LDA TABLE_9E1C,x STA $0302,y


This table, is the location of the tilemap you want to modify.

And here's the table:

Code
TABLE_9E1C dcb $5D,$C6,$5D,$C6


To don't waste cycles and save some bytes (although it's minimal waste) you can delete this table and instead of load the table, you can load a single value like "LDA #$5D" for example.

EDIT: Sorry for the VERY late response, I was dealing with some problems and that's why I was become a bit inactive...
Last edited on 2012-06-18 02:11:59 AM by DiscoMan.
Originally posted by DiscoMan
Code
TABLE_9E1C dcb $5D,$C6,$5D,$C6


To don't waste cycles and save some bytes (although it's minimal waste) you can delete this table and instead of load the table, you can load a single value like "LDA #$5D" for example.


How would I put the three tiles then? Since the Goomba has two 16x16 frames (the walking frames) and the squished frame. I'm trying to learn it myself, but I'm just confused as heck D:

I want to remap the walking frames to (the 16x16) tile 20 and tile 22. The squished frame to tile A. I know it includes tables - I only did this:

Code
PHX LDA $13 LSR AND #$01 TAX LDA TILEMAP,x STA $0302,y PLX


And replaced the 91EC table with the TILEMAP table. I only copy-pasta'd the code from Iceguy's tutorial, so I have no idea what I am doing.

Quote
EDIT: Sorry for the VERY late response, I was dealing with some problems and that's why I was become a bit inactive...


Ah no worries. You've been helpful a lot to many people already :>
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