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Powertool, now with more GUI and complete-ness

Originally posted by MandL27
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.

Question bump. I'm not sure if this is intended or not, but I still noticed it seemed off.
I really need a layout. :<
you use the tilemap editor in powertool to remap mario to use the extra tiles, it allow mario to use up to 4 16x16 tile and up to 4 8x8 tiles.

I will make a tutorial on how to use it if it seem too complex
Originally posted by Bio
you use the tilemap editor in powertool to remap mario to use the extra tiles, it allow mario to use up to 4 16x16 tile and up to 4 8x8 tiles.

I will make a tutorial on how to use it if it seem too complex

So, a grand total of 16 8x8 tiles, right? A tutorial would be appreciated, by the way.
I really need a layout. :<
Originally posted by MandL27
Originally posted by Bio
you use the tilemap editor in powertool to remap mario to use the extra tiles, it allow mario to use up to 4 16x16 tile and up to 4 8x8 tiles.

I will make a tutorial on how to use it if it seem too complex

So, a grand total of 16 8x8 tiles, right? A tutorial would be appreciated, by the way.


Actually, The original SMW Mario is 7 tiles Maximum (Two Normal, One Cape, and Four Extended, so therefore no more than 7 can be used
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!
Originally posted by Hamtaro126
Originally posted by MandL27
Originally posted by Bio
you use the tilemap editor in powertool to remap mario to use the extra tiles, it allow mario to use up to 4 16x16 tile and up to 4 8x8 tiles.

I will make a tutorial on how to use it if it seem too complex

So, a grand total of 16 8x8 tiles, right? A tutorial would be appreciated, by the way.


Actually, The original SMW Mario is 7 tiles Maximum (Two Normal, One Cape, and Four Extended, so therefore no more than 7 can be used

You're going off of 16x16 tiles; I'm going off of 8x8 tiles.
I really need a layout. :<
I meant that there can only be 7 tiles reserved for mario's tilemaps, even if it's 8x8 because of SNES limitations, 16 ain't gonna work,

Look at the OAM mappings at the SMWiki for more information if you don't belive me...

EDIT: In a Homebrew standpoint, It's possible, But SMW's Sprites have a limit, So applying it to SMW is basically moot!
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!
Originally posted by Hamtaro126
I meant that there can only be 7 tiles reserved for mario's tilemaps, even if it's 8x8 because of SNES limitations, 16 ain't gonna work,

Look at the OAM mappings at the SMWiki for more information if you don't belive me...

EDIT: In a Homebrew standpoint, It's possible, But SMW's Sprites have a limit, So applying it to SMW is basically moot!

Um... I call wrong facts on your part. Just think about it:
Code
(16 / 8) x (32 / 8) = 8

So clearly 7 8x8 tiles isn't sufficient.
I really need a layout. :<
Originally posted by MandL27
Originally posted by Hamtaro126
I meant that there can only be 7 tiles reserved for mario's tilemaps, even if it's 8x8 because of SNES limitations, 16 ain't gonna work,

Look at the OAM mappings at the SMWiki for more information if you don't belive me...

EDIT: In a Homebrew standpoint, It's possible, But SMW's Sprites have a limit, So applying it to SMW is basically moot!

Um... I call wrong facts on your part. Just think about it:
Code
(16 / 8) x (32 / 8) = 8

So clearly 7 8x8 tiles isn't sufficient.


7 tiles is NOT counting the size of the tiles taken into account,

Either this or the SMWiki is inaccurate with mario's OAM tiles.

I am guessing you might be right about that!
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 dont know where you got the idea that smw has a limit to the number of tiles mario can use; OAM is not really "hardcoded". ive made him use 16 16x16 tiles before (link), not counting cape tiles, so im pretty sure 4 16x16 & 4 8x8 is possible (you're just limiting what other sprites can use)
Originally posted by Ladida
i dont know where you got the idea that smw has a limit to the number of tiles mario can use; OAM is not really "hardcoded". ive made him use 16 16x16 tiles before (link), not counting cape tiles, so im pretty sure 4 16x16 & 4 8x8 is possible (you're just limiting what other sprites can use)

Yeah, that's what I was saying. NMSTL should take care of that, though.
I really need a layout. :<
no; NMSTL only affects the number of tiles individual sprites can use without affecting others. increasing the number of mario tiles reduces the available pool of tiles in OAM that sprites can use. its a strict limit that cant be changed by NMSTL.
Originally posted by Ladida
no; NMSTL only affects the number of tiles individual sprites can use without affecting others. increasing the number of mario tiles reduces the available pool of tiles in OAM that sprites can use. its a strict limit that cant be changed by NMSTL.

Oh. Got it now. #smw{^_^;}
I really need a layout. :<
Sigh... this day keeps getting worse and worse. PowerTool doesn't seem to save changes to the ROM at all. I click on the "Apply Changes to ROM" button and all that happens is that it creates a backup ROM. I opened the edited ROM with LM and tried running it in LMSW, but nothing happened. Does the GFX pointer have to be in a specific range?

EDIT: Fixed on IRC; however, it's still incompatible with AMK as far as I can tell.
I really need a layout. :<
How do you use this tool? I followed the tutorial exactly as it says. When I hit the block, I get nothing. The "act as" is 129 like it says in the tutorial. Can someone please help me?
Thanks in advance!
Finally, I found out what I was doing wrong (I think). I'll have to use Powertool in conjunction with Lunar Magic, as well as some carefully chosen patches and the use of SMW Customizer.

This hack is going to be hard, but nowhere near Kaizo-level difficult. "Contra rules" apply--if an enemy bumps into you or you bump into an enemy, the result is the same--YOU DIE.

Mewtwo will not be entirely defenseless, however--he will be able to throw rapid-fire, Yoshi-style fireballs, as well as swat at fireproof enemies with his tail (which will also allow him to go through vertical yellow brick columns).

Here is as complete a list of difficulty enhancements as I can think of off the top of my head:

Enemies will move faster/recover faster, where possible.

The timer will count down one-third faster than normal.

Chucks will take FIVE hits, instead of three, to kill by head-stomps.

Boos and Classic Piranha Plants will NOT stop if you look at them/stand near their pipes.

Now, the list of difficulty buffers:

Yoshi will not run away automatically; it will take two hits in rapid succession to make him do so.

Green Yoshi will also ALWAYS gain wings and the ground-stomp ability no matter what shell he grabs.

Mewtwo will have psychic levitation abilities; this will enable him to move faster than full-speed Mario, but with more maneuverability. Mewtwo's powers still work underwater, and he will not slide on ice.

I will have to apply the "Title Solution" patch (or whatever it's called), to remove the annoying glitch where you're stuck in the intro sequence if you die (Mewtwo will simply run into the first Koopa onscreen, thus dying, due to his inability to actually "jump").

If I can get everything to work properly, then I'll have to ask one final question: how do I upload my patch onto this site (after I've tested it on a fresh SMW rom)?
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Originally posted by xirtamehtsitahw
If I can get everything to work properly, then I'll have to ask one final question: how do I upload my patch onto this site (after I've tested it on a fresh SMW rom)?

First of all, very nice concept you have. Secondly, consider using your File Bin (check the menu) to upload the IPS.
I really need a layout. :<
I could easily solve my conundrum with a couple of easy-to-apply asm patches, one for allowing small Mario to have a cape-spin ability, and the ability to break through yellow bricks by spin-jumping. Another would give him the ability to throw fireballs. I even saw someone mention such a patch in these very forums! So, I'll have to do some patch-searching, and see if I can find what I'm looking for (sadly, I've had a very poor record of finding what I'm looking for--whatever I'm looking for either seems to "hide" from me, or the Web does the hiding itself).
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.

Extras



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

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Originally posted by xirtamehtsitahw
words



This topic is for discussions that directly pertain to PowerTool, not for your own work. Take that to the Works In Progress subforum.

Agreed; however, I could never figure out how to make Powertool look like it did anything to any of my potential hacks. Apparently, you cannot have both cape-spin and fireballs in the same powerup (or while small). Is there some sort of mutual exclusivity built into the game to prevent using both powers at the same time?
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
When you open an hack, then close the tool, you can never ever open the tool again (when you double click it, and choose your rom, it just closes itself for some reason.) so you have to redownload the tool. -_- please fix this.