This big patch lets you to add several custom powerups to your SMW hack, as well some other utilities required for this to work.
Features:
- Included 15 powerups ready to use. Some are from other Mario games, some others are completely new!*
- 32x32 player instead of a 16x32 one.
- Dynamic powerup items, so you won't run out of space in SP1.
- Dynamic projectiles.
- Lots of RAM free in $7E2000 area.
- And a lot more stuff!
Ah, I found what it is breaking the overworld, the hijack at $00A300 is causing this, I know very little about dma, so fixing this may take a while, I'll do my best, expect an update soon.
1) Which powerup you would like to see next on my patch? Note about this: I can only work with the default Mario size (16x32) so think about it before saying something, I will choose the best 3 requested powerups and eventually I will make those.
2) I also think that some people likes using 32x32 players so... Do you want that I modify the patch to work only with 32x32 players? Having two versions would be a bit hard to work with, mostly because one of them may have some bug that isn't present in the other version... so it's easier to me to stick to only one of them.
I got some suggestions on IRC so I'm posting them here:
Quote
<Magi> penguin suit...?
<TLMB> LX5, me and HuFlungDu had this one idea a while ago
<TLMB> where Mario would throw tiny mechanical yoshies that would
<LX5> like a bob-omb?
<TLMB> I don't think that would be practical though
<TLMB> more like an explosive fuzzy
<Magi> bubble mario!
<Magi> he throws 16x16 bubbles
<Magi> that turn enemies into coins
<Magi> and the bubbles become 32x32 with a coin sprite inside them
<Magi> bubble limit should probably be 2 like the fireballs
<Magi> to avoid sprite memory issues
Also... You can make the Raccoon suit not use the cape stuff, and make the Tail Wagging use $13E0, It is possible with a bit more modification!
About the Climbing/Spinning Tail... You can replace it with another frame modification by adding the tail with the player graphics instead of being seperate!
Hmmm, would there happen to be a simple edit to make these powerups use a 16x16 player hitbox on my end? I don't mind messing around with my graphics to present the illusion of a small character (in fact I already do this in my hack for the current powerups), but I'm not seeing anything pertaining to player hitboxes, unless they simply borrow from an existing routine in SMW; in which case that would make things easier on me.
Either way, really great stuff you've got here, I'm certain many people will come to appreciate it for a good while.
Hmmm, would there happen to be a simple edit to make these powerups use a 16x16 player hitbox on my end? I don't mind messing around with my graphics to present the illusion of a small character (in fact I already do this in my hack for the current powerups), but I'm not seeing anything pertaining to player hitboxes, unless they simply borrow from an existing routine in SMW; in which case that would make things easier on me.
I would like to know that too, I think the powerups' codes use vanilla routines for blocks interaction, but I don't know the sprites interaction (I'm highly unsure as I'm an ass at asm).
Other than that, I'd say that a Bee suit would be nice.
E: I think a penguin or frog suit might be cool as well.
Also, I went ahead and drawn the Rocket Boots powerup. It's not much but I felt like doing it. Have a look:
I tried to make it accurate to the original one. I also used the palette included in your pack to make things easier.
Download it here! maybe I'll draw a tileset too???
Hmmm, would there happen to be a simple edit to make these powerups use a 16x16 player hitbox on my end? I don't mind messing around with my graphics to present the illusion of a small character (in fact I already do this in my hack for the current powerups), but I'm not seeing anything pertaining to player hitboxes, unless they simply borrow from an existing routine in SMW; in which case that would make things easier on me.
I would like to know that too, I think the powerups' codes use vanilla routines for blocks interaction, but I don't know the sprites interaction (I'm highly unsure as I'm an ass at asm).
Also, I went ahead and drawn the Rocket Boots powerup. It's not much but I felt like doing it. Have a look:
*image*
I tried to make it accurate to the original one. I also used the palette included in your pack to make things easier.
Download it here! maybe I'll draw a tileset too???
I think there is an hex edit to make the player's hitboxes to be 16x16, but if you want I could include an option that changes the interaction for every powerup.
Also, cool, thanks for the item.
@suggestions
Thanks! I'll consider the best of these.
@Spk77k
Oh you edited your list, thanks for finding those bugs. Adding them to the list.
GeminiSunfall Luize
Posts: 987/1130
Since:
Location: Overlord's Castle, The Netherworld
I'll see if the hex edit in the ROM Map for powered-up Mario states works with this. If not, it might be something worth considering.
EDIT: Looks like the hex edits in the ROM Map will work, so there's no need to make 16x16 settings for these powerups, unless someone wanted variable small/big settings on them, which would be rather strange in my opinion.
...GFX for Luigi. (and compatibility with separation graphics for Luigi patch)
Some ideas for new powerups (sounds like my dream yesterday):
Quake? Metal? Fat?: Gives Mario Yoshi's earthquake (yellow shell) permanently. (+ cannot take ballon)
Blade? Ninza? Yo-Yo?: Throws a spinning thing (blade, shuriken, yo-yo, whatever) that has short range, but can be thrown in 8 ways by pressing corresponding arrow keys.
Helmet? Candle? Spike?: Can kill enemies above Mario (but not side), heading from below.
Clown Mario: Stomping enemy turns it into a ball. Ball can be thrown, or ridden on. Riding on ball will roll the ball, and enemy touching ball will be killed.
Spin-jumping will discard the ball, launching Mario upwards (like Yoshi) Easy when you imagine about un-ridable starball in Super Mario Galaxy.
It's possible, but that would require to switch to Ladida's 32x32 player patch because some Mario frames of that powerup doesn't fit into the 16x32 area, using a 32x32 is the best way to have it, and speaking of it... There is a little poll about that, so you will decide if you want to use the 32x32 player patch.
...GFX for Luigi. (and compatibility with separation graphics for Luigi patch)
Why I forgot about that feature!? That one will be on the final version.
@ideas: Cool, some are neat, I'll see if I consider one of these.
Originally posted by GeminiRage
EDIT: Looks like the hex edits in the ROM Map will work, so there's no need to make 16x16 settings for these powerups, unless someone wanted variable small/big settings on them, which would be rather strange in my opinion.
Including that could open some posibilities, I don't know which posibilities, but maybe someone would like to see something like that.
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I fixed the wallrunning glitch of Shell Mario, I won't update the .zip after I fix some other bugs, at least all bugs of that powerup.
Here are some more concepts for Bubble Mario. I personally like the ideas on the "other possible bubble <-> enemy interactions" part, but I fear it might be too complex to code.
this too
Originally posted by chineesmw
[...] I think the bubble should also pop when it interacts with hard sprites like Diggin' Chuck Rock, Dry Bones, etc. I was going to use Thwomp, Thwimp, and Ball O' Chain as an example but they're spikey.
Another thing is that the bubbles could rise up like x2 faster when it's underwater? And Mario can't stand on the bubble while underwater (obviously)
I haven't really thought about how Bubble Mario would work underwater, actually. Any ideas?
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