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Unique Graphics for Sprites Using Alt. Palettes

I'm currently editing items as long as I've got hack problems on a few other ends. What I'd like to do is have the Super Mushroom and 1-Up Mushroom have unique graphics from one another. For example, the Super Mushroom will become an square, and the 1-Up will become a circle.
What's got me is how the mushrooms use the same model, but swap palettes depending on their function. I've got "GFX00.bin" set up with my "square", and an "ExGFX80.bin" set up with my "circle".
How can I have the mushrooms become separate models while retaining their function?
On another note, I'm still new here (or a Bag Lady... I guess), and just wanted to know if it's alright for me to keep creating so many threads. I've checked the FAQ and the Rules, and I'm not spam-posting the same question or anything... I just want to be sure.
Looking for high quality rips from our Grand Dad SiIvaGunner for my hack. Much appreciation to anyone who links me to any (besides Athletic PAL).
For that you'd need to do some hex editing to change which tile one of the mushrooms should load graphics from, so they use different tiles. I think the address you're looking for is this one. It has 5 bytes for 5 powerups, so I'm guessing the last byte is for the 1-up mushroom's tile, so try changing it to your tile number of choice.

Edit: ended up doing it myself out of curiosity (I'm one of the old-school guys that used to do hex editing with a program instead of using asar patches, so this was a good practice lol).

Code
org $01C60D
db $24 ; tile used by 1-UP Mushroom

So what you want to do is: copy the code above, paste it into a .txt file, change that 24 to your tile number of choice, save file as a .asm (name it whatever you want), then insert it into your rom with asar.
Alright. But how do I find the tile number?
Looking for high quality rips from our Grand Dad SiIvaGunner for my hack. Much appreciation to anyone who links me to any (besides Athletic PAL).
Press #lm{8x} to open the 8x8 Tile Editor. Press Up and Down to browse through pages. Page 0x0 shows FG1 and FG2. 0x1 BG1 and FG3. 0x2 BG2 and BG3. Page 0x3 is where the global sprites are at (SP1 and SP2), including the mushroom. The 24 in that code is the 1-UP mushroom's tile it loads graphics from by default, and it corresponds to the top-left 8x8 tile:



Once you insert your 1-UP mushroom graphics, open the 8x8 Tile Editor, pick the top-left 8x8 tile number and replace the 24 with it in that code I gave you.
Oh, cool! I went through the 8x8 tile editor and saw I had four tiles to work with, so to find the right one I thought I had to look for a particular 16x16 tile.
I just patched my ROM, got a "no errors" message, and am now in Lunar. I have my ExGFX loaded, and (because I'm using the Mushroom slot for my 1-Up slot in my ExGFX80.bin (which is a copy of GFX00.bin)), both of my mushrooms change into the one item. I take it I want to use a different tile for the 1-Up Mushroom than the Super Mushroom?

EDIT: What I have set up now is the ROM patched with the ASM patched (with the code having the value 24 swapped with 0A, which is the tile associated with Mario's foot and hand during his "Super Leap" sprite). Here is my code for reference:

Code
org $01C60D
db $0A ; tile used by 1-UP Mushroom


Yet, I load my ExGFX file, and it doesn't display the 1-Up sprite as a separate tile. So what I'm thinking is I either need to assign my 1-Up sprite to a different, unused tile on GFX00.bin (and not use ExGFX80.bin), or code it so the "Super Leap" Mario tiles lose their original function so they're used exclusively for the 1-Up graphics. Is this right?

Super edit: So Lunar Magic doesn't propely display the new graphic, but it works perfectly fine in SNES9x! Except for the fact I assigned the 1-Up to the Mario sprites (and therefore garbles the players "leaping" sprite), it works. What I need to know (and I don't know if this counts as changing the subject on a forum, forgive me if it does) is how I can disable the function of tile 0A so it's graphic is used exclusively for the 1-Up. Unless I can implement ExGFX, or course.
Looking for high quality rips from our Grand Dad SiIvaGunner for my hack. Much appreciation to anyone who links me to any (besides Athletic PAL).
That's because the sprite display is in contrast to blocks not read from the ROM (due to many sprites having their own graphics routine so it's difficult to determine it) but rather reads from either an external file or an internal table.
In order to change the 1-up graphics in Lunar Magic, open the Map16 editor and press Ctrl+PageDown. The internal sprite display is on pages 100+. (note that the edits are local i.e. for the current ROM, not in general).
Keep in mind that power ups are listed there twice (one at the peginning of page 101 with a green and yellow mushroom and another one at page 102). I recommend you to change them both.
Also, don't forget that you can only change the edits per Ctrl+F9, not just per the save button.

Also, in order to free up graphics on SP1, use this patch to do that.
I'm looking at my Map16 editor, and all I see are blue 8x8 tiles. Am I supposed to see my sprites from the GFX files or this? Also, I patched my ROM and the only change I saw was for page 9B, which features a 3x13 column of grey tiles towards the right side.
Looking for high quality rips from our Grand Dad SiIvaGunner for my hack. Much appreciation to anyone who links me to any (besides Athletic PAL).
Originally posted by Chairman of the Bored
I'm looking at my Map16 editor, and all I see are blue 8x8 tiles. Am I supposed to see my sprites from the GFX files or this? Also, I patched my ROM and the only change I saw was for page 9B, which features a 3x13 column of grey tiles towards the right side.

Ctrl+PageDown. That's what you were supposed to press. Of course you see blue 8x8 tiles. Because you were at the portion with the in-game Map16 tiles, not the Lunar Magic sprite display. If you have the Lunar Magic sprite display unlocked and then scroll down, you see a bunch of 8x8 tiles with diagonal lines going from top left to bottom right (the top left corner of the X in GFX00) instead of the top left corner of the vertical pipe entrance.

About the patch, what it does is to free up GFX space in GFX00. That means, you only make use of the patch if you put the additional graphics there and not leave the graphics as it is. This means, you're free to put the 1-up graphics at e.g. tile $0A.
In fact, this applies to all of Mario's 8x8 tiles (include cape) with the exception of tiles $0C and $0D (the tiles need to be uploaded somewhere, after all).
The only thing I'm wondering is the 3x13 block of tiles in the Map16 editor.
I see what I did initially... I hit CTRL+down versus PageDown. That being said, hitting CTRL+PageDown doesn't seem to trigger anything when I open my Map16 editor. My keyboard works fine, so it isn't the keys not working. I'm not familiar with this sprite display you mentioned. Could you explain how to access it, or provide links so I can read up on it?

The patch seems to work fine, except my character model now has Mario's feet and glove which I wanted to omit. Is there a way to completely remove the graphic from the data now that it's stored elsewhere?
Looking for high quality rips from our Grand Dad SiIvaGunner for my hack. Much appreciation to anyone who links me to any (besides Athletic PAL).
Alright, I know what's the problem: You were supposed to press them while the Map16 editor was active (not just opened but clicking on the Map16 editor window before pressing Ctrl+PageDown). If you do it outside of that, you simply won't activate the Lunar Magic sprite display.

As for the tiles, you can edit ExtendGFX.bin, the graphics file for the 8x8 tiles, and blank out the graphics you don't use.
I pushed CTRL+PageDown while the window was active- I clicked on the window border and on a tile to be sure, and nothing changed. I also blanked out the Mario graphics, repatched the ROM and tested these graphical changes. Everything seems to work properly, between my character not having the extra graphics and the 1-Up displaying properly.
However, I figure since I edited the palettes in the 8x8 editor and added new colors, I need to add them to each individual level I make since the colors don't load properly per stage.
Looking for high quality rips from our Grand Dad SiIvaGunner for my hack. Much appreciation to anyone who links me to any (besides Athletic PAL).