I am way over mountains for this tool! It gives me a reason to draw more gfx out of bordom. So far I tweaked with the graphics and palettes for all the power ups for both Mario and Luigi and so far it looks good from what I see. I still have yet to finish the Chuck Suit and the Bee suit. I wish I could show what I have done so far, but I lost my 8 gigabyte flash drive that contains all the hacking tools and hacks in it.
Also there are bugs I experienced that was recently posted on this thread like the hammer projectile and slopes do not mix and Mario graphics on the over world map. But I spotted out Luigi related ones:
- Fire Luigi and combust/explode Luigi palette does not appear after obtaining item
- When Mario and Luigi have the same item, the gfx do not change on the map.
- When going through a pipe or star, reserved items are switched or mixed up between Mario or Luigi.
*ADDIT- Mario comes back on screen during castle entrances.
Here are some suggestions:
- Turn Water Mario into the Penguin suit, I can create graphic.
- Fix the cape animation when Mario is ducking.
- This tool can be great to add more characters to the game. (i.e. Toad, Princess Toadstool, etc.)
- Give Chuck suit a fireball action where it throws straight like a baseball.
- fix the frog suit. ha ha
Hey guys! I'm working on some SMW Frog, Chuck, and Water Suit Mario! I might use Link13's idea to make Water Mario into Penguin Suit Mario. I'll post the graphics after their done.
neat, if you post them, I would gladly include them in the tool, I would even make the tilemap editor for them if you find the tilemap editor annoying to mess with
I'm gonna include some SMW graphics and SMWR graphics for mario, since some people like Redrawn graphics.
Do you plan to do SMB3 graphics as well (including ones for powerups that weren't originally in SMB3) or graphics for characters other than Mario?
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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I dunno, do you guys want them? I'll make the graphics for SMB3 and other characters for now, but i gotta finish the current graphics.
Yes, SMB3 graphics would be nice as some of the items originally came from SMB3.
Hey Bio, I'm going to include the sliding and snowball shooting frames for Penguin Mario, If you want to use them.
Hammer Suit Mario replaces the Fire Flower and Fire Mario (with a floating ability) replaces the Feather. How do I fix this?
Also, how do I use the custom block for the powerups? And how do I remap the graphics from P-Switch to whatever item?Super Mario World's Smaller Sequel:
Super Steppe 1 finished, Super Steppe 2 in progress
Originally posted by DonnyKD
Also, how do I use the custom block for the powerups? And how do I remap the graphics from P-Switch to whatever item?
The low byte of the block's Map16 number determines what sprite spawns from it.
Originally posted by Luigi-San
Originally posted by DonnyKD
Also, how do I use the custom block for the powerups? And how do I remap the graphics from P-Switch to whatever item?
The low byte of the block's Map16 number determines what sprite spawns from it.
Could you give me an example of some sorts? Like 300 would spawn...?
Anyways, my problem is more like the blocks do not act like how they're suppose to. As in, it won't spawn anything, no matter what block I use.Super Mario World's Smaller Sequel:
Super Steppe 1 finished, Super Steppe 2 in progress
Apologies for the stupid-sounding question, but can this be used to edit Mario's graphics in an organized (e. g. not having to deal with SMW's complicated mapping) fashion?I really need a layout. :<
yes, I actually organized tanuki mario's GFX that way because SMW's mapping was getting annoying
Originally posted by Bio
yes, I actually organized tanuki mario's GFX that way because SMW's mapping was getting annoying
That's good. I'm using a Riolu/Lucario spritesheet that a friend made for me, and SMW's mapping was getting frustrating as well. Also, is this 32x32 Player GFX-compatible? Or is that implemented in this?I really need a layout. :<
I'm using my own tilemap code that allow a 32x32 player and can be edited in powertool (use the edit button near the tilemap path). I would assume it may cause issue when used with the 32x32 patch but the tool make it kind of obsolete
Originally posted by Bio
I'm using my own tilemap code that allow a 32x32 player and can be edited in powertool (use the edit button near the tilemap path). I would assume it may cause issue when used with the 32x32 patch but the tool make it kind of obsolete
Let me get this straight: If I used this, but NOT the 32x32 patches, it should work fine? The GFX I'm looking at really only use the default 32x16 area, and I'd want to keep the hitbox that size.
EDIT: How do I open this? There doesn't seem to be an executable anywhere, and I have no idea what a JAR file is.I really need a layout. :<
It's a Java file. Install Java, then open up the JAR file.
Originally posted by HackerOfTheLegend
It's a Java file. Install Java, then open up the JAR file.
Now that I'm into it, I can't seem to find how I'm supposed to change the GFX to 32x32, let along change the GFX from PowerTool.I really need a layout. :<
Originally posted by Ruberjig
Of curiousity, is this tool safe to use at the moment?
it is, but a lot of powerups are missing frames since I can't draw