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Powertool, now with more GUI and complete-ness

I must be an idiot, i apologies, but how do I edit the Mario graphics on the other powerups? opening the .tmp files in yy-chr just gives me a garbled mess in SNES mode D:
I've edited them before but i cant remember.. so I'm missing something obvious ¬¬

Sorry for this ridiculous question, ive been looking for the past half hour or so....


JUST worked it out, ignore my question :/
in case you are wondering, .tmp files are the tilemap for the powerups

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

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Bugs:
- Powerup sprites on the field display as the wrong palettes if you change them. For example, the Tanooki Suit/Statue Leaf shows up as Pal.C when I changed it to 9, the Bee Mushroom is still Pal.9 when I set it to A, the Water Suit(?) is Pal.D when I wanted B, and the Super Mushroom shows up as A instead of C. They show up as their correct palettes when they're dropped from the item reserve, though.

- Poison Mushroom is the wrong graphic for some reason (shows up as a Flower for me. yes, I triple checked to make sure the graphic I used is actually a mushroom).

- One of Mario's walking up (on OW) frames displays glitched graphics, presumably it's "reserved" for the player graphics. You might have to recommend that the designer should just remap that frame somewhere else.

- Hammer Suit Mario's hammer has some funky slope interaction. It will roll along the slope's tile until it leaves the tile, then it'll fall normally.

- I assume Frog Mario is still a work in progress. He still has his Frog Speed when carrying items or riding Yoshi. I see he has his respective frames, but he uses telekenesis to carry objects on land and in water, climbing/fence animations are all sorts of LOL, and he doesn't face the screen when entering/exiting vertical pipes). I'd caution players about Yoshi with Frog Mario.

- Not sure if this is an intended feature, but Tanooki Mario can still jump when in statue form. Not Mario's normal height, but still.

- If Chuck Mario does his dash attack while having Star power, he'll lose the power and the invincibility music will continue to play until he does something that will cause the music to "reset". (P-Switch, getting another star and not dashing during it, switching levels, etc.)

- Crash Mario can detonate on the OW. If X is used to select any LEVEL, he will detonate when the level loads. If used on a Warp or traveling between tiles, it'll still detonate, but Mario will retain the power-up when entering a level. I suggest mapping the ability to a different button (L/R) or a combination (Down + Y/X, ala Tanooki Mario)

- Tanooki Mario's statue and Chuck Mario can "kill" keyholes with the statue for Tanooki and jumping or running for chuck.

- Racoon Mario still does that tail wag when selecting a level. Minor issue, though.

- PowerTool itself doesn't play nice with other dynamic sprites. Even trying to patch the dynamic sprite patch to a ROM that has PowerTool used on it will cause the ROM to crash.


Suggestions:
- Custom blocks that react to the custom power ups.
-- A block that can only be pressed/destroyed by Hammer Mario's stationary swing or running/air spin attack.
-- A block that is breakable by Tanooki Mario's statue.
-- A block that is only climbable by Bee Mario.

thanks you, I never seen any of those those bugs(some of them are very weird)
Raccoon Mario still can do the cape floating with the earthquake power, Any way to Fix that so that the cape can only do this?!?

Also, the Cape glitches when spinning, flying, etc...

EDIT: Also, Both Raccoon and Tanuki Suits need to use 3 frames for flying and floating like in the original SMB3, not two.
A.K.A. SmilyMZX,

Also on NESDEV, and on various other forums, Find me on other places if I'm there.

Look for me also on YT...

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can you describe how you got it to do the earthquake? I have no idea how would it have happened
Originally posted by Bio
can you describe how you got it to do the earthquake? I have no idea how would it have happened


Hold down the B button as well as the D-PAD direction you are heading with the cape and it will automatically go down like a cape going to do the earthquake attack.

Also, Make it so you cannot just hold B, make it Tap B for the Raccoon and Tanuki if you did not already!
A.K.A. SmilyMZX,

Also on NESDEV, and on various other forums, Find me on other places if I'm there.

Look for me also on YT...

Beware of false lookalikes!
I was asking how you did the earthquake with racoon and tanuki...
Originally posted by Bio
I was asking how you did the earthquake with racoon and tanuki...


I meant when flying, You create an earthquake after hitting the ground, going down when using the cape!

Fly, Then after taking off, Start holding B and it will do that!

EDIT: Only applies while Running!
A.K.A. SmilyMZX,

Also on NESDEV, and on various other forums, Find me on other places if I'm there.

Look for me also on YT...

Beware of false lookalikes!
What would I have to change to make Powertool work with a hack that has the item box disabled? The hex edit on the ROM Map causes the game to crash when I use it with Powertool.

EDIT: Also, does it not work with the Layer 3 Customizer patch? I applied the Powerup.asm patch and the game just sits at a blank screen when I open it.
I'm not sure how will handle patch compatibility to be honest, there is no "easy" way for me to fix those by changing powertool's code and making variation of every patch to make them work with powertool is not really a good option either...
That's completely understandable. My powerups are fairly simple, I can probably get them working without Powertool.
So, what's the status of this? Were all the bugs ever fixed?

Also, does it include an option to make the player powerdown like Mario does in SMB3, or does that still require a separate patch?

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
it still require a separate patch, I don't see why i would allow powertool to do it, but I will make a version of the counterbreak patch in the tool for the next update

About the bugs, I should probably list the bugs I have yet to fix in the OP

Updates are slow right now because I'm trying to make a SMW hack
Since you made it so Mario's 8x8 tiles to be in GFX32, can't you use the old 8x8 tiles in GFX00 for the powerups to be loaded?
the extra 8x8 and 16x16 tiles that can be bused for powerups are loaded there instead
i don't see powertool.exe in the zip file. #smw{o_O?}
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You need Java installed. The file is called "Powertool.jar" or simalary.

Edit: Fixed data ending.
I found one bug:
If you kick a shell on the up side of a ? block that has a custom power up it will generate a lot of power ups.

Sorry for my bad english
I found a glitch. When I tweak/make a powerup, it doesn't let you browse for the transform animation.


Originally posted by brunochicoria
I found one bug:
If you kick a shell on the up side of a ? block that has a custom power up it will generate a lot of power ups.

Sorry for my bad english


Whoa. That's something serious right there. Bio, you should check into that. And I have some ideas for new powerups.

Baseball Suit Mario: Uses Hammer Suit GFX and Mario can throw baseballs.
Boomerang Suit Mario: Just like in Super Mario 3D Land.
Flying Squirrel Suit: Like in NSMBWIIU.
Here's a cool one, Fire Leaf. Use Raccoon Mario's GFX but use Fire Mario's palette. Raccoon Mario can now shoot fireballs.
Bomb Shroom: Mario can now throw bombs.
Golden Flower: Just like in NSMB2.
Anyway, Its awesome you can now change Luigi's GFX without the Separate Luigi GFX Patch. So, Bio, How do you create the palettes?

And what's this about a Bee Mario?