Language…
15 users online: Batata Douce, BlueSheep123, CalHal, crocodileman94, Ekimnoid, Enderdavid_HD,  Fernap, GiraffeKiller, Housemeister, LuigiTron, playagmes169, ppp9q, Rhubarb44230, sugarfish456, WalrusLife - Guests: 256 - Bots: 282
Users: 64,795 (2,376 active)
Latest user: mathew

Powertool, now with more GUI and complete-ness

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Forgive me for my ignorance since I'm most likely doing something wrong, but trying to open the thing gives me the message of "Could not find the main class, program will exit." So yeah, can't seem to run this for some reason.

^^^ think you might need java, lucky I just installed it the other day so i wouldn't know if not.

But anyway could I use cape and raccoon and how so regarding the gfx? I would port my whole rom if I could add additional powerups
-hammer
-frog
-raccoon
that work on every stage alongside the regular powerups with proper gfx for mario. what is the exact way I go about this on a new rom?

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Turns out that I just needed to update it, yeah.

In any case, I'll give this a try (finally!) throughout the week.

Originally posted by Luigi-San
Very cool, Bio! I've gotten it to work right for the most part, but I did come across a few issues:


Water Mario's tilemap becomes glitched when in water.


Mario's graphics briefly become glitched when becoming either Frog Mario or Chuck Mario.


Two to three of each sprite can spawn from time to time rather than just one.

1. this is because I changed frog and water Mario GFX to $32 while testing and forgot to change it back to 105
2.I mentioned that problem in the OP, I still need to fix this and I'm not sure what is the cause :(
3.it never happened to me, did you set it to act like 129?

Originally posted by drmatt13

But anyway could I use cape and raccoon and how so regarding the gfx? I would port my whole rom if I could add additional powerups
-hammer
-frog
-raccoon
that work on every stage alongside the regular powerups with proper gfx for mario. what is the exact way I go about this on a new rom?

yeah, that's kind of what the tool do...
Originally posted by Bio
1. this is because I changed frog and water Mario GFX to $32 while testing and forgot to change it back to 105
2.I mentioned that problem in the OP, I still need to fix this and I'm not sure what is the cause :(
3.it never happened to me, did you set it to act like 129?


1. Heh, silly me. Changed it to use the right GFX file and all is well. #ab{:)}

2. Ah, didn't realize that was a known bug.

3. I had them set to act like 130. Changing them to act like 129 did the trick!
I only could manage to get the rom to crash whenever I hit the custom block I made, Any chance someone could make a video tutorial for all the people like me that suck xD
Fuck, I was working on a similiar tool, but Ive got busy with college. I wanted to start working on it again in 3-4 weeks but now it has become obsolete.

Anyway nice tool, im going to play around with it a bit.
Very nice. I have made a custom frog-like creature Graphic out of Frog Mario.

Also, does SFX work? Insert the code for $1DFC and $1DF9, but no sound appeared...

EDIT: Found glitches:

1. Frog Mario on Yoshi (lol)

2. Frog Mario on a slope

3. Clashing a Star and Chuck Mario, ends Star Power, but music still continues...

4. After running and jumping onto a vine/gate as Chuck Mario, the game assumes you are still running.

5. Frog Mario's climb tiles.
Haven't run it, but so far it seems to do more than I thought viable for a tool to do. Neato.
Originally posted by Ruberjig
Very nice. I have made a custom frog-like creature Graphic out of Frog Mario.

Also, does SFX work? Insert the code for $1DFC and $1DF9, but no sound appeared...

EDIT: Found glitches:

1. Frog Mario on Yoshi (lol)

2. Frog Mario on a slope

3. Clashing a Star and Chuck Mario, ends Star Power, but music still continues...

4. After running and jumping onto a vine/gate as Chuck Mario, the game assumes you are still running.

5. Frog Mario's climb tiles.

1. I can't draw and there is no graphics for riding yoshi in smb3

2, 3 4 and 5. thanks, I will fix those
Originally posted by Bio
1. I can't draw and there is no graphics for riding yoshi in smb3


I'll draw it.

Also it must hae not certain hopping animation to do so.
Is there a list anywhere of which RAM addresses are used? I saw $7FAD40 and $7FAD24...

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
Is there a list anywhere of which RAM addresses are used? I saw $7FAD40 and $7FAD24...

powerups currently use $7Faa2A-$7Faa2C, while the ASM hacks use $7FAD40-$7FAD75
How versatile is the tool when it comes to creating the special effects Mario receives? Would it be possible to make Mario swim underwater much faster than normal or give him the ability to jump very high out of the water? What about giving Mario the ability to turn into his Balloon form on command? Would things like these be possible in the tool or would they require some external ASM wizardry?
I just tried this, but for some reason I couldn't get anything to come out of the custom block... also, is it normal for Mario's walk up animation on the overworld and the tile reveal animation to be glitchy? Also, I noticed Mario used a standing frame when he was sliding downhill as big and fire Mario.

<form action=http://google.com/search method=get> </form>

Unexpected end tag (</form>) at 597, expected </div>
Just...

HOLY... SHIT!

Dude, this tool is going to be a must have for a lot of SMW hackers. You sir, have answered my prayers.
Your layout has been removed.
Will this be compatible with Mario ExGFX and Custom Mario Palletes?
Originally posted by S.C.O.R.P.I.O.N.
Will this be compatible with Mario ExGFX and Custom Mario Palletes?

since once the powerup state change, powertool will reupload the graphics, it won't work well with the Mario ExGFX. This is the same issue with the custom palette
Originally posted by Epsilon
I just tried this, but for some reason I couldn't get anything to come out of the custom block... also, is it normal for Mario's walk up animation on the overworld and the tile reveal animation to be glitchy? Also, I noticed Mario used a standing frame when he was sliding downhill as big and fire Mario.

did you set it the block to the correct custom sprite number of the associated custom sprite? not sure about the two bugs, I will try to replicate them
Hi there ^_^
This is a great tool, i enjoy it! But how do i USE the powerup after applying? #smw{...} I have Chuck Mario but no powerup sprite/block.
I see, is there a way I can lock everything to one graphics file since I'm only using Big Mario in the hack? Basically, have Hammer Mario, Cape Mario, and others in one GFX32 file?