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Custom Powerups v3.4.2 - DISCONTINUED

Patch

Originally posted by WarioMarioMan
Has anybody made a tutorial video for this yet? If so would you be able to link it for me please?

This, because it's really confusing to install.
I followed the instructions for the ice flower, but it gave me a bunch of errors which I can't explain.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

What errors? Not that I could help you but there are other people here around.
Well, it was almost a month since I reported some problems when using Powerup Pack v1.1 and M7 Game Over together.
As you can see in this video, sometimes the game loads and Mario doesn't have collision with Layer 1. That was tested using BSNES and ZMZ.

Since then, there was no solution for this problem. I sent my hack to LX5 so he could see by himself. So I guess M7 Game Over and Powerup Pack is still not compatible with each other. I will just scrap the Game Over patch #w{=(}

And that pack is incompatible with almost every patch Sonikku made for C3 2013. That includes Custom Default Interaction (hijacks the same address Shell Suit uses), Stunned Mario Pose (uses the same RAM address as Tanooki Mario, I just changed it) and Extended Sprites Extender (which is already included with the Powerup Pack, but the included Extended Sprites crashes the game).

I already reported this, but I noticed that Star Power doesn't flash anymore through Mario and Luigi Palletes, like in original SMW. Mario only flashes through Super Mario and Fire Mario palletes. It was on purpose?

The hijack that alters the number of walking frames actually doesn't work as it was intended, since it only hijacks the frames of Mario when walking on horizontal grounds. The Mario from Overworlds looks really strange (since the fourth animation frame uses the Looking Up animation), and when Mario rides a vertical wall (when using a Triangle Block), it animates in a really strange way, since the fourth animation of walking on vertical walls uses the Riding on Yoshi animation.

There are many things to be fixed in this patch, but your work is really revolutionary LX5. Keep up the good work!
I actually was looking through it. The reason that I wasn't doing progress on it was because I got really busy this month (I did almost nothing related to SMW hacking or this site) due to some IRL stuff, I'm have free time now, though.

If you want, I can still search what was causing it and send you a fix.

@Palettes: Actually I forgot about that one. I'm going to fix in the next release and in your hack.

@Custom Default Interaction: Merging it with the shell shui won't be a problem, I'll send as soon I have it merged.

Sorry for not saying that I'd be busy this month.
It is okay then, and I'm sorry if I seemed a little anxious. Sure, I would be really grateful if you can take some time to look into my problem. I will try to send you an updated version of my project, if you need something else, let me know.
Originally posted by MarioFanGamer
What errors? Not that I could help you but there are other people here around.

I could show you the errors, but I don't know how to take screenshots of that.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Originally posted by DaSpongeBobMan
Originally posted by MarioFanGamer
What errors? Not that I could help you but there are other people here around.

I could show you the errors, but I don't know how to take screenshots of that.

No need to, just paste the error code (if there was one..)
I didn't forgot about this :)

Download the lastest release here (2.1.0)

Changes can be found on that page, I also included a list with the files that I modified in case that you modified anything else.

Adding to the new version, I also ported two more powerups to v2.0+.

Powerup downloads:
- Rocket mushroom
- Raccoon Leaf

The pack of powerups will be available soon™ in case that you can't get these powerups to work. Like I said before, the pack has low priority, so it may take some time.

I'm currently working on porting the rest of the powerups, except Cloud Flower, I need to modify it a bit before porting it.
Found a bug. If you have the Raccoon Leaf and then use an Ice Flower from the inventory the tail glitches while the palette swaps.


EDIT: It actually happens with any powerup that swaps palettes.
It seems that I forgot to include an updated itemboxspecial.asm in other_patches folder. !cape_settings is not reseting when you touch a powerup.

Here's a fixed itemboxspecial.asm file.

Later I'll update the GitHub release with this file.
Another thing. When Mario grabs the Boomerang Flower, he doesn't transform in a puff of smoke like Hammer Suit Mario.
Trying to insert Raccoon, Ice Flower, Boomerang and Hammer powerups. I'm getting a handful of errors:

Quote
other_patches/projectiles/boomerang.asm:376: error: Define !boomerang_pro_tile_1 not found
other_patches/projectiles/boomerang.asm:377: error: Define !boomerang_pro_tile_1 not found
other_patches/projectiles/hammer.asm:16: error: Label hammer_table_end not found [LDY.w hammer_table_end-hammer_table-$03]
other_patches/projectiles/hammer.asm:18: error: Label hammer_table not found [CMP.w hammer_table,y]
other_patches/projectiles/hammer.asm:27: error: Label hammer_table not found [LDA.w hammer_table+$02,y]
other_patches/projectiles/boomerang.asm:23: error: Label boomerang_table_end not found [LDY.w #boomerang_table_end-boomerang_table-$03]
other_patches/projectiles/boomerang.asm:25: error: Label boomerang_table not found [CMP.w boomerang_table,y]
other_patches/projectiles/boomerang.asm:34: error: Label hammer_table not found [LDA.w hammer_table+$02,y]


1) The first 2 errors can be fixed by fixing the names of the labels in powerups_defs/[boomerang], by removing the word "suit" before the word "pro". You could also edit boomerang.asm but whatever.

2) I couldn't find a way to fix the other errors since these labels legitimately do not exist anywhere, in any file, not even under a fairly similar name.

3) I don't think you should be trying to access hammer_table in boomerang.asm (reffering to the last error). I have no idea what these tables do, but it doesn't fit the pattern so I assume it's a mistake inside the error.

EDIT: More info in case it's useful: I'm using SA-1, but the only modifications made to it are the SA-1 Pack's, LM's, and SpriteTool's. I also disabled the projectile DMA thing because I'm not a fan of having projectiles glitch up if I switch powerups while they are on-screen.


EDIT2: Oh god I'm so goddamn stupid, I skipped step 15 every time because I didn't want to make hammers/boomerangs have block collision. I didn't notice that this is what adds hammer_table to the patch. Points 1 and 3 still stand though, but I already fixed them on my end.

I have a new question though, how can I disable block collision for hammers and boomerangs?

EDIT3: So I can insert it now, but Mario doesn't have collision with Layer 1 until he picks up a powerup and powerups are very glitchy. Raccoon makes weird noises whenever I jump and its tilemap is all over the place, the tail dissapears half of the time too. I also got a glitch sprite in my item box which fell right through the ground and then me.

I've waited for so long to be able to try out this patch, it's a weird feeling to realize that all of my hacking plans have to be abandoned like this. :(

modedit: tablestretch go away
plebedit: sorry, didnt stretch on my end
Thanks for reporting the first problem, I actually forgot to test the powerups without the projectile DMA feature.

As for the rest of the powerups, try putting this on projectile_blocks.asm:

Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;; vvv --- Here goes your blocks tables --- vvv

	hammer_table:
		dw $FFFF : db $00	;fixing something
	.end

	boomerang_table:
		dw $FFFF : db $00	;fixing something
	.end

;; ^^^ --- Here goes your blocks tables --- ^^^
;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


Just in case that you don't want these projectiles interact with blocks. I also forgot to include this on the readme... Sorry about this. Alternatively, try erasing the lines where the block interaction routine is in case that you want to save a few cycles.

I should update them to give a more accurate block detection routine... Maybe after C3.

Also lol @ hammer_table in boomerang.asm. Sometimes I end up doing silly things... Anyways, just change it to boomerang_table.

Thanks for reporting these!

Quote
... I'm not a fan of having projectiles glitch up if I switch powerups while they are on-screen.


Does that actually happens? The projectile DMA feature only runs when a projectile is on screen. The projectiles sends their GFX location to !projectile_gfx_index and the DMA routines load the GFX from that location. Maybe the description of said address is confusing (it also confused me when I read it right now :V).

... I probably need someone to fix my readmes lol.
Originally posted by LX5
Does that actually happens? The projectile DMA feature only runs when a projectile is on screen. The projectiles sends their GFX location to !projectile_gfx_index and the DMA routines load the GFX from that location. Maybe the description of said address is confusing (it also confused me when I read it right now :V).

... I probably need someone to fix my readmes lol.

Well, I didn't try the patch with the feature on at all, to be honest. But I thought that:

1)Having a hammer suit,
2)Throwing a hammer,
3)Getting a Boomerang Flower,
4)And quickly throwing a Boomerang...

...would make the hammer look like a black boomerang.

But whatever, the new problems I'm having are way worse than asar refusing to insert, so I'll have to give up on this for now.
There's a problem with your blocks.
For my hack, when Small Mario hits one of the blocks (it isn't the always this powerup block) this happens:
However, when Big Mario hits the blocks, this happens:
Okay, I'll calm down a little and try to explain my issues in detail.

- The Layer 1 collision stuff was my bad, dismiss that;

- The Ice Flower works perfectly;

- The Raccoon Leaf changes me into a glitchy mess of legs (edit: sometimes it's not glitchy, it's random) that cannot float around. Obtaining another powerup at this point makes it go into the item box as a floating Mario head that glitches up and falls through the ground when Select is pressed;

- The Hammer Suit changes me into Raccoon Mario, although he makes the "hit head" sound when jumping and the flying physics are wonky. Getting another powerup at this point gives me the actual Leaf in my item box... which changes me back into the glitchy state from the previous paragraph, if I press Select and collect it;

- The Boomerang Flower changes me into Hammer Mario, who works perfectly... But the item box item is also Hammer Mario's, and the previous scenario happens.

It's like if the indexes for the powerups were out of sync or something. As if there was a dummy powerup between Ice and Raccoon. But I fail to see how that's my fault. The powerups are always in the exact same order (ice, raccoon, hammer, boomerang) everywhere, and the Ice Flower works perfectly. I double, triple, quadruple-checked and the index thing I must change in the powerups_defs files are correct, too.

I tried to redo it from scratch too, and I stil get the same results.
Ok, that makes things more clear.

Quote
Raccoon makes weird noises whenever I jump

It's a known issue, doesn't matter what I do, that sound always plays... I need to get back to fix it.

Fun fact, in earlier versions the SFX that played when jumping was the cape spin SFX, in this version is the Hit Head SFX.

Quote
But I fail to see how that's my fault.


It's my fault for not making the get_powerup codes to work in any order.

Go to other_patches/get_powerup and modify the first byte of these macros. To make everything automatically, put !<define>_powerup_num.

Example:

Original (and bad code):
Code
GiveIceFlower:
	%flower_item($04,$0A,$1DF9)


New (and working code):
Code
GiveIceFlower:
	%flower_item(!ice_flower_powerup_num,$0A,$1DF9)


Do the same with the rest of the codes, I will do the same ASAP.

Sorry for the inconvenience and thanks for finding this. I never applied the powerups in any other order. I was porting them in the same order that they were in 1.1 version.

@Pikachu:

Weird... the only instance that I found that issue was when I used the lastest GPS with SA-1 support, which is a bit broken; shared routines causes problems when used.

Are you using it? If yes, roll back to the Tools Section version of GPS, if not, I'll see what's going on. You can also grab Tool section GPS', convert manually its routines to be SA-1 compatible and put them in your GPS folder. Only do that if you're using SA-1 of course.
Oh god, now I feel really weird about panicking earlier... I thought it'd be AMK levels of "working for everyone but me", but I see it was simply a minor mistake that wouldn't affect people who inserted the powerups in the "original" order.

Everything works perfectly now, aside from the Raccoon noise obviously. Not major at all, now I can work on my hack while actually being able to test it. Thanks a ton! :)

EDIT: Is there any way to use the Extended No Sprite Tile Limits patch alongside this one? As it stands, the game crashes whenever I throw a projectile (even vanilla fireballs). I tried reapplying your patch on top, but then the game crashes whenever the game tries to show Mario on-screen.

I could live without it, but I'm afraid of running out of OAM space because of my sprite-based HUD.

EDIT2: And a (probably) simpler question: How can I disable the Item Box?

EDIT3: Your patch also disables the cape/tail's interaction with blocks and sprite... I assume that's not normal?
Originally posted by LX5
Weird... the only instance that I found that issue was when I used the lastest GPS with SA-1 support, which is a bit broken; shared routines causes problems when used.

Are you using it? If yes, roll back to the Tools Section version of GPS, if not, I'll see what's going on. You can also grab Tool section GPS', convert manually its routines to be SA-1 compatible and put them in your GPS folder. Only do that if you're using SA-1 of course.

I'm not using SA-1 because a majority of the patches here don't support it, which is why I'm not switching over. I think I'm using the GPS with SA-1 support.

Patch