Posts by Jagfillit | |||
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Jagfillit Posts: 1/151 Since: Last seen: 7 years, 8 months and 5 days ago |
I've been messing around with Mario's GFX a bit and have noticed one or two glitches that were not present before. Most notably, the top tile of the end-of-level victory sprite for both normal and super Mario. As opposed to the normal victory pose which works fine, the top tile moves over a few pixels to the left when the goal tape is cut when riding Yoshi.
Anyone have any idea how to fix this? |
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Jagfillit Posts: 2/151 Since: Last seen: 7 years, 8 months and 5 days ago |
Right, guess I was a bit too wordy...
This is the non-Yoshi victory pose working normally. This is pose with Yoshi where the upper portion of Mario is oddly positioned. They match up in the GFX the same way the original Mario poses do, so I don't know what's wrong. And thank you. Probably won't be around here often though. |
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Jagfillit Posts: 3/151 Since: Last seen: 7 years, 8 months and 5 days ago |
But I've played a clean rom and don't see evidence of the bug in gameplay or in the GFX.
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Jagfillit Posts: 4/151 Since: Last seen: 7 years, 8 months and 5 days ago |
Ah, I'm sorry, upon looking at the original GFX again, I noticed that the sprites were actually drawn to get around that error. I'll just have to redraw those poses.
Thanks anyways. |
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Jagfillit Posts: 5/151 Since: Last seen: 7 years, 8 months and 5 days ago |
Here's a quick (and likely stupid) question. What's the Hex Code for a standard "?" Block? I'm trying to create blocks that will spawn different sprites via Block Tool, but haven't seen the base code for it anywhere.
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Jagfillit Posts: 6/151 Since: Last seen: 7 years, 8 months and 5 days ago |
I'm still trying (and failing) to learn ASM, so I'm not quite sure how to go about doing this, but I'd like to change the tiles a custom sprite uses in its programming, so I can use custom sprites that make use of the same tile(s) fit in one level.
Can anybody help me out? |
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Jagfillit Posts: 7/151 Since: Last seen: 7 years, 8 months and 5 days ago |
Originally posted by TLMB You could either remap them by chaning the code in the custom sprite's asm file -or- You could just edit the ExGFX of the Custom sprite by using any graphics editor, even the one in Lunar Magic. Well, my problem is I have two sprites that both require the use of a particular tile, so just editing the ExGFX wouldn't really help. And as for rewriting the ASM...I'm really having a hard time understanding how to actually do it. Specifically, it's Davros locked door sprite, which requires a tile used by a red/blue/yellow Yoshi egg. |
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Jagfillit Posts: 8/151 Since: Last seen: 7 years, 8 months and 5 days ago |
That worked. Thanks a bunch guys.
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Jagfillit Posts: 9/151 Since: Last seen: 7 years, 8 months and 5 days ago |
How does one use them in a level with the lines appearing as garbage? After editing some GFX, they won't appear correctly even in levels where they were originally.
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Jagfillit Posts: 10/151 Since: Last seen: 7 years, 8 months and 5 days ago |
I've edited numerous GFX files, including GFX16 where the lines are. I didn't touch any of the line guides though.
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Jagfillit Posts: 11/151 Since: Last seen: 7 years, 8 months and 5 days ago |
I didn't use ExGFX for that slot, and even if I use an unedited GFX file, they still won't appear right.
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Jagfillit Posts: 12/151 Since: Last seen: 7 years, 8 months and 5 days ago |
Can anyone do a NSMB Mini Mushroom? Like, a Poison Mushroom that removes Mario's power-ups rather than hurting him. Preferably in 8x8 size.
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Jagfillit Posts: 13/151 Since: Last seen: 7 years, 8 months and 5 days ago |
...I'd hate to make this sound like an "is this possible" thread, but I've been wondering if anyone has a method to separate Fire Mario's GFX from Super Mario's...Or at least some alternative that can give that appearance, like swapping the tilemaps assigned to power-ups.
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Jagfillit Posts: 14/151 Since: Last seen: 7 years, 8 months and 5 days ago |
Well, Layer 2 should be set to constant horizontal and vertical scroll for an auto-level to work correctly.
If those certain blocks don't work after setting that, you should give some examples of what those blocks are. |
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Jagfillit Posts: 15/151 Since: Last seen: 7 years, 8 months and 5 days ago |
The movement looks very strange. It's more like random leg movement than walking.
I would recommend trying any new new GFX out in-game before releasing it publicly. |
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Jagfillit Posts: 16/151 Since: Last seen: 7 years, 8 months and 5 days ago |
Absolutely brilliant.
...And I've been wanting a Joe the Shark sprite too. =D |
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Jagfillit Posts: 17/151 Since: Last seen: 7 years, 8 months and 5 days ago |
I've noticed that Yoshi won't fly correctly when he eats a blue shell if the ROM address 5B05 is set to 16. The wing GFX/SFX and everything work, but Yoshi won't fly, or even jump maximum height.
Is there a way to solve this without changing the address back to normal? |
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Jagfillit Posts: 18/151 Since: Last seen: 7 years, 8 months and 5 days ago |
Fantastic work. I bet this would be great for shoot 'em ups.
If you could work the MP count into a bar, like the air meter, I bet ICB would love you. |
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Jagfillit Posts: 19/151 Since: Last seen: 7 years, 8 months and 5 days ago |
If I can cancel my request a few pages back...I'd like a disassembly of the Super Mushroom, preferably with the init routine so it's ready to be inserted. I have a few ideas I could try with it.
Also, if you can possibly edit it so the sprite would take place of an unused sprite, similar to the Poison Shroom that comes with Sprite Tool, that'd be just peachy. |
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Jagfillit Posts: 20/151 Since: Last seen: 7 years, 8 months and 5 days ago |
Simple, just make a copy of one set of power-up+projectile asm and cfg files, and change the former to produce the ice blast sprite & display a different tile for an ice flower.
I've been trying this myself. This has great potential for new power-ups. All you really need is a Mario-friendly projectile, like smkdan's Marine Pop ammo. |
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