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Sonikku's C3 Stuff : Summer 2013 Edition
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2013 - Sonikku's C3 Stuff : Summer 2013 Edition
Pages: « 1 »
Over the last several weeks, if you have been on the IRC you probably already saw me spoil it. If you are subscribed to my Youtube channel you probably also spoiled it, good job. I have been working on a series of ASM hacks: sprites, blocks, patches, etc. to add more variety to a game that has so many things added to it already. None of this was easy to make, but it was fun.


Sprites:
Most of the sprites included here require patches to make them function properly, or otherwise prevent the game from crashing from spawning an extended sprite that which does not exist and the like.


Goomba: Walks back and forth and can be stomped. Includes a shooter to spawn them from pipes.
Para-Goomba: Hops while moving back and forth. Can be stomped twice to take it out.
Para-Goomba Bomber: Flies around Mario while dropping Micro-Goombas.
Micro-Goomba: Sticks to Mario and all of the attached Micro-Goombas can shaken off with 16 button presses or jumping in water. They also die upon touching water or lava.

All 3 sprites exist in 1 ASM file as different states set in the CFG files.


Hammer Bros: Hops between platforms throwing hammers.


Boomerang Bros: Walks back and forth throwing 2 boomerangs at a time. It catches the boomerangs it throws unless it jumps over them.


Fire Bros: Walks back and forth hopping and shooting fireballs at Mario. The fireballs are now extended sprites that are essentially copies of Mario's fireballs but are capable of doing damage to the plumber himself.


Sledge Bros: Walks back and forth jumping occasionally. When it jumps it will slam down into the ground stunning Mario in his place if he is unfortunate to be on the ground to experience the shockwave.


Angry Sun: Moves in a circle pattern before stopping and attacking Mario in a "U" formation attack. Can be killed through thrown shells and the like.


Delay Blocks:
A new concept put into practice within the C32013.asm patch. It enables a variable-slot custom object table that can be used for a variety of things, but in this case they are used almost exclusively within and for blocks. All custom blocks require being changed into another map16 tile as to prevent running multiple delay blocks. All blocks and the Delay Blocks patch itself share the file in the "defines" folder as to make customizing easy. Included in this release are as follows:


Shattering Block: Blocks that after walking or standing on them will shatter after a short delay. Potential to be used as shattering bridges.


NSMB series Appearing Coin: Coins that, after touching, disappear for a brief moment and then generate a coin in their place to be collected later. If the Blue-POW switch is activated, it will generate the brown used bricks, that will appear as coins for the duration of the POW-switch timer.


Burning Blocks: Blocks that after touching them, turn into the next block and spawn a Sumo Bros.' lightning fire pillar in their place and then turning into another block. Can change back into the block they initially were to create permanent fire traps.


Other ASM:
Delay Blocks (Patch): Contains the code needed to handle the Delay Blocks properly. Also includes the routines to change to the next map16 tile, to the previous map16 tile, or to any map16 tile.

Custom Extended Sprites: Adds several new custom sprites to Super Mario World. They are used by the Para-Goomba Bomber, Hammer Bros., Boomerang Bros., Sledge Bros., and Fire Bros., and thus this patch is required if using those sprites.

No Fireballs in Water: Prevents the usage of the Fire Flower's fireball shooting ability while inside water, and will make fireballs (including the ones shot by the Fire Bros. as an unintended side effect) turn into puffs of smoke when they touch water blocks or when they are submerged in the layer 3 tides (though they check the coordinates directly for the tides due to the object interaction routine not taking account of other layers having interaction).

Custom Default Interaction: When a sprites "don't use default interaction with Mario" setting is set, as well as the "can be jumped on" setting, calls for the default interaction routine. Instead of killing the sprite however, it increments $1594,x, allowing sprites to have pseudo-HP routines by killing them when they reach a certain number, or clearing $1594,x when it is nonzero as to perform another task. It is required by the Goomba Family sprites.

Super Mario Bros. 3 - Stunned Mario Timer: Replicates the stun lock timer Mario had in Super Mario Bros. 3, in which he remains in the standing pose while bouncing on the ground.


End-Post Notes:
Some features in this patch are prototypes, the Delay Blocks and Custom Extended Sprites being the main things. Should something cause errors in the hack, included is the feature to uninstall individual patches (and restore to the code used by Super Mario World originally) from within the C32013.asm patch itself. Regardless of this, it is always advised to make backups outside of Lunar Magic, as if a ROM breaks too badly it won't be able to be opened in Lunar Magic at all, therefore being unable to restore to a previously saved backup of the hack. I have done all I can do to assure that this code does not break anything too badly, and as such I can only hope this leads to greater things in the SMW hacking world.

[DOWNLOAD]

edit: Also forgot to mention the patches can only be patched with Alcaro's asar, the sprites have to be inserted with Romi's Sprite Tool (due to the xkas capabilities) and the blocks have to be inserted with the current BTSD in the tools section, due to the corner offsets being a thing.




How do you spawn a single fire pillar? or better asked, what sprite number is it?

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Anime statistic on MyAnimeList:
400 animes completed ✓
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... what even am I doing with my life?
A question: Is the boomerang can be spin-jump on, or not?

BTW, they looks nice though. I'm downloading now.

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why no work
Yes.

YES.

YES.

I don't know about the others, but these sprites are god-send. These are exactly what I needed, and are much better than the existing sprites.

My only problem is that the Bros are SMB3 sized. Perhaps it's possible to make them bigger?
Originally posted by JackTheSpades
How do you spawn a single fire pillar? or better asked, what sprite number is it?

It is not a normal sprite. It runs through the cluster sprite table, around line 200 of patches/DelayBlocks.asm is where the spawning code I used for it is. Oddly the fire pillars spawn 1 tile too low, so I had to make it spawn 2 tiles above the delay block. It is cluster sprite number #$06.


Originally posted by Pokeymeister80
A question: Is the boomerang can be spin-jump on, or not?

They cannot be spin-jumped on as I used a very simple Mario -> extended sprite interaction routine. In theory it is simple to make it, though.


Originally posted by Punk Sarcophagus

My only problem is that the Bros are SMB3 sized. Perhaps it's possible to make them bigger?

The graphics routine can be modified to make the sprites look bigger, yes. The sprite clipping can also be changed to reflect it, though I aimed to replicate SMB3's sprites. Because I am lazy I made them 16x32 rather than 16x24 like SMB3's original ones, so it does give a little bit of room if you're customizing the graphics.

The Sledge Bros. however are slightly bigger at 24x32, but still draws the tiles as if it were 32x32, so the x positioning of the tiles can be modified to allow them to be 32x32 if needed.




You must not know, but I've been for a long time waiting for someone to create something like this block. Thank you! It will be very well used in my next work. :D

And now speaking of his other works as well not have much to say. Basically you did an improved version of other existing SMB3 sprites.
However, until now I never saw the goomba sprite who shoots micro-goombas, which is a very positive point.

Now on the blocks, as well, are all very interesting. I had seen a block that breaks when touched, but one of those with delay really is something very interesting.
The currencies of the NSMB are also interesting.

10/10 for your work.
PMBRProfilebye
Oh, nice. I actually saw some of these things in a YouTube video you posted earlier. Though, I'm not fond of having to use a patch just so a few sprites won't screw up, but I guess there isn't any other way right now. Still cool though; it's about time we got an Angry Sun that acts EXACTLY like the one in the original game.

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I no longer have interest in SMW Hacking as I did when I first started several years ago.
Awesome releases as always. I'll definitely be using the delay blocks in my hack, whenever I get off my lazy ass and start working on it.
Maybe we can use those firetrap thing as they in SMB3 on those airship! Just change the GFX

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Current game playing: Dark Souls II
Last game completed: Dark Souls Remastered (PS4)

Work in progress:
Mega Mario X2: The Lost Island

Newest Release:
Super Mario Bros 2: Mega Mario X



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Thank you for making these. Your work is always impressive and your attention to detail means a lot. You are one of the most prolific coders on the site, and it's always nice when you share stuff like this. Were you planning on porting more of SMB3's sprites using this patching system?

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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Impressive work as always Sonikku. I really like how close your sprites are to SMB3. Are you still working on designing a hack based on SMB2. I'd love to see your Fryguy, Robirdo and Wart. Your Tryclyde and Clawgrip are amazing, much better than the early ones I did

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Check my page http://marioepicjourney.blogspot.com to find more updates about my hack Super Mario: The Epic Journey.
this blocks can be pretty usefull to do a lot of ideias, I really like good job.
I am really impressed with the delay blocks especially the burning blocks. Very good work you have here!
Good work on the SMB3 sprites! Now you should join SMASDis. It's nice to see somebody making more accurate versions of these. Of course, you realize that I'll have to use these versions for Tessera now...unless you want to do the conversion. I'd combine all the Goombas and all the Bros. into one CFG file each and have the extended sprites in a separate folder (also make an Ice Brother with a corresponding extended sprite). I'd be interested in seeing more disassembled SMB3 sprites...and seeing if getting the code from those allows us to discover more RAM (and ROM) addresses in the SMAS version of SMB3.

The Delay Blocks patch also seems like it could be useful for some things, the NSMB appearing coins being a good example. I wonder if you could use that to make a block version of the YI numbered platforms? (I was planning to do that already, but I would have used a regular sprite rather than one of these.) Here's hoping we get some new custom blocks that make good use of it.
As always, incredible work! I've been wanting a paragoomba bomber (and a regular paragoomba for that matter, so I could still have SMW's as well) since I found this site. As for your 'Delay blocks,' it's another example of you giving us something we hadn't realized we needed. I look forward to playing with all of these.
Thank you for creating these SMB3 sprites, they are really useful for my hack! I am very impressed. The goomba bomber is one of those sprites I've been waiting for so long.

I have tested your sprites and they work fine! There is only one thing: after patching C32013.asm the custom palettes in all my levels have been disabled for some reason (LM still shows them). But maybe it's not the patch itself but the ROM as it already contained a lot of changes before patching.

So this is one of my favorite C3 releases this year. And: keep your good work on!

Extras



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

Advertising Space

Originally posted by Chris
after patching C32013.asm the custom palettes in all my levels have been disabled for some reason (LM still shows them). But maybe it's not the patch itself but the ROM as it already contained a lot of changes before patching.


Just want to echo this. The palettes during gameplay somehow default out even though neither LM nor Asar doesn't complain about anything. The stun timer patch seems to work like a charm from my testing of that, however- I haven't tried the others yet.

Originally posted by MrDeePay
Originally posted by Chris
after patching C32013.asm the custom palettes in all my levels have been disabled for some reason (LM still shows them). But maybe it's not the patch itself but the ROM as it already contained a lot of changes before patching.


Just want to echo this. The palettes during gameplay somehow default out even though neither LM nor Asar doesn't complain about anything. The stun timer patch seems to work like a charm from my testing of that, however- I haven't tried the others yet.

It appears that the issue was that I hijacked a portion of the ROM Lunar Magic also felt like occupying to make custom palettes function. It has been fixed and the zip file has been updated.

Please re-download the file and restore your ROM if possible.



That's pretty impressive stuff! I've seen most of those sprites already, but those blocks and patches look pretty interesting, and the burning blocks really caught my attention. Keep it up!

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Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2013 - Sonikku's C3 Stuff : Summer 2013 Edition

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