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separate 8x8 hand sprites for running.

How can I make so when Mario is running, every frame for running has a separate 8x8 hand sprite?

(Without 32x32)
On the run.
grab this. it will make your life easier. im not shilling anything

go down to the "org $00DF1A" table. should look like this:



the first cluster is for small mario. he doesnt use 8x8s, so ignore. the second small cluster is for misc frames that ignore mario's powerup status. also ignore. you want the third and fourth clusters, which are for cape/big mario and fire mario respectively (or is it cape and big/fire? big/fire and cape??? idk and it doesnt matter cuz they should be mirrors anyways). each byte corresponds to a pose from $13E0. any byte which has high bit set will load a pair of 8x8s from ExtendGFX.bin. the 3 82 you see in the table are from the running frames, and correspond to tiles 02 and 03 in ExtendGFX.bin (high bit is nulled, and 2 tiles are always loaded. the two tiles will be rendered ingame behind Mario's bottom half, one atop the other). to add new tiles, just expand ExtendGFX.bin******, and write the new tile numbers to the table. just remember that high bit must be set when its in the table (so the next free tile pair, 20-21, will be A0 in the table)

if you dont want to use the 8x8 dmaer patch for some reason, then the process is similar, because the 8x8 dmaer retains the vanilla behavior. the rom table at $00DF1A (same format as in the patch) points to entries in the table at $00DFDA, where every group of 4 bytes is mario's head, body, 8x8 tile 1, and 8x8 tile 2. naturally, the table is packed tight and non-expandable (barring hijacks), and youre limited to whatever is in SP1. thus i highly recommend the 8x8 dmaer patch

****** yychr does not auto-expand gfx files. you need a hex editor for that
Alright, thanks a lot! #smrpg{y}
On the run.