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Custom Powerups v3.4.2 - DISCONTINUED

Patch

On v1.1 of my pack, Tiny Mario is capable of:

- Pass through special blocks (already included).
- Bounce off certain sprites (like in the original game); this can be adjusted of course.
- Has floaty physics, can reach a bit higher places than non-tiny Mario.

If you're creative enough, you could edit these special blocks that doesn't break when you're tiny, but it breaks if you have any other powerup... actually, I should do it and include the block(s) with the powerup when I release it.
Does this update fix the cape and raccoon's spin to hurt enemies and activate ? Blocks?
Originally posted by GitHub page
- Fixed a bug with Raccoon-like and Cape powerups not being able to kill enemies with cape/tail.


That also includes the blocks issue.
Bugs:
1. With this patch, the keyhole sequence HDMA messes up layer 2 BGs when it stops zooming in and out respectively.

2. In either raccoon or tanooki form, if the player commits suicide for some reasons like getting squished to death, falling into a pit, etc... or collects a fire flower, his tail gets glitched. And when that happens, small Mario ends up with that glitched tail until he enters a level.

3. Tanooki Mario's statue doesn't interact with all sprite platforms, and when it touches any ghost house enemy, like a Boo, he gets hurt. And the blocks that hurt Mario don't seem to like the statue.

4. Shell Mario's shell doesn't interact with purple triangles like Koopa shells do. And when in star invincibility, the shell's colors cycle as ugly palettes.

5. When a boomerang holding a powerup touches another powerup, it catches that powerup and the previous one falls through the ground.

6. If Cape Mario's flying in the sky and gets a powerup that triggers the Get Feather animation (say a Raccoon Leaf), his graphics will get glitched he can still fly unless he lets go of the run button or the right/left buttons depending on which direction he's flying in.

7. When Mario drops an ice block by letting go of the run button while in midair and holding down, it moves by a couple of pixels. Not normal.

8. When a boomerang holding a powerup goes offscreen, the powerup doesn't go offscreen with the boomerang. Instead it falls once it reaches the border. Sometimes this bug doesn't happen. Weird.

9. Turning off !remap_shell_less_koopa doesn't seem to do anything. How do I fix it?

10. When I changed the value of !little_bubble_tile to $1c (which is where the original little bubble is located, I pasted it there), ingame it appears as a glitched tile. How do I fix it?

11. Shell Mario in shell can't get consecutive points.

Please fix these bugs properly. Make sure these don't happen with the cloud flower and the mini mushroom.

Suggestions:

Make it so that mini Mario can walk on water, and if he stands still on it for like 1 second, he falls into it.
My Mode 0 guide.

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

Do the powerups need to be inserted with sprite tool with specific custom sprite numbers other than the standard 00-BF?

Also:

[ode]10) If you already have a "mario_hammer.bin" in your hack, skip this step.

Open powerups_files/powerup_gfx.asm and paste this line in the file:

%insert_gfx(mario_hammer,X)

Change the X with a (decimal) number, this is to get an index that will be used to change the GFX automatically (or manually via modifying some RAMs)

After doing this, go to powerup.asm and search with Ctrl+F "Prot area" without quotes and paste this in that place:

%protect_data(mario_hammer)

11) Open powerups_files/powerup_misc_data/gfx_index.asm and change the value in the table (tables if using 2 players) with the index that you gave to mario_hammer.
Example:
Your GFXData table would look like this if you inserted Boomerang Suit powerup in the slot $05 and you inserted mario_hammer with the index 1.

GFXData:
;mario gfx
db $00,$00,$00,$00,$00,$00,$01,$00 ; powerups 0 - 7
db $00,$00,$00,$00,$00,$00,$00,$00 ; powerups 8 - F

;luigi gfx
db $00,$00,$00,$00,$00,$00,$01,$00 ; powerups 0 - 7
db $00,$00,$00,$00,$00,$00,$00,$00 ; powerups 8 - F
</pre></div>

is it supposed to say Mario_Hammer in 10 and is the db edits misplaced in 11 (this is Boomerang readme).

Also,

[cde]Note that this pointer table starts at $06, so if you want to paste the "get powerup" code of this powerup and its slot is, for example, $04, you should add 2 to the slot number

(powerup slot)+2 = pointer index</pre></div>

Am I supppsed to put this stuff somewhere in the [coe]other_patches/get_powerup_codes.asm</pre></div> file?

Also, how am I supposed to copy over the [cde]Graphics/GFX01.bin</pre></div> files when doing [ode]Replace the files from the main patch with the ones included on this zip file.</pre></div>

mod edit: quit stretching the tables
Can I please have help with these issues?
Quote
Do the powerups need to be inserted with sprite tool with specific custom sprite numbers other than the standard 00-BF?


Uhh? The sprites should be within that range and you should insert them in a consecutive way.

Quote
is it supposed to say Mario_Hammer in 10 and is the db edits misplaced in 11 (this is Boomerang readme).


I don't understand, please elaborate.

Quote
Am I supppsed to put this stuff somewhere in the [coe]other_patches/get_powerup_codes.asm</pre>
file?
</div>

No, it just shows the formula to get the correct index for running "get powerup" codes.

Quote
Also, how am I supposed to copy over the [cde]Graphics/GFX01.bin</pre>
files when doing [ode]Replace the files from the main patch with the ones included on this zip file.</pre>
</div></div>

Just replace the GFX01.bin from your ROM with the one included on my .zip.

I suggest you to use the powerup pack if you're running in a lot of troubles, the pack is just an "insert and test" without doing extra steps, like messing with the patch's files.
Unexpected end tag (</pre>) at 698, expected </div>
Unexpected end tag (</pre>) at 957, expected </div>
Unexpected end tag (</pre>) at 1070, expected </div>
Is the Ice Flower like the New Super Mario Bros or the Super Mario Galaxy version?

What is the Rocket Mushroom? Is it like the Propeller Suit?
It's based on NSMBWii, but it can't generate ice blocks of any other size that isn't 16x16.

Rocket Mushroom is based on Rocket Boots from Terraria, I didn't code it, MarioE did. I added it on the pack because it was on the original patch (made by MarioE too).
Yo, can you read my previous post in this thread? It states all the bugs I found on my SA-1 ROM.
My Mode 0 guide.

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

Originally posted by DaSpongeBobMan
list


2) Probably I forgot to reset !cape_settings somewhere.

3) I guess you could play around with shell_suit_tables.asm to get these platforms and ghost house enemies fixed.

4) Triangle blocks are really weird to work with. I'll leave this as low priority. And I have something in mind to fix the ugly shell palette.

7) This is supposed to happen. I don't want to make a worse spaghetti code to make it stop.

9) Get the original values back by looking to all.log. And weird, it is supposed to restore the original tiles.

10) Tiles 0A,0B,0C,0D,1A,1B,1C,1D are used when you have activated Projectiles DMA feature, probably you won't want to use these because your GFX will get overwritten by the projectile GFX.

11) This is intented. I guess I could add an option to get consecutive points... but I'm not sure.

@Suggestion: I could add a block that does that I guess.

@the rest of the numbers: I'll look into them.

Not sure when I will release a new version, since I'm getting more busy with school, so basically it will release when it's done.
Originally posted by LX5
Originally posted by DaSpongeBobMan
list


11) This is intented. I guess I could add an option to get consecutive points... but I'm not sure.


Why would you intend that?

Aaaaaaaaand MOAR bugs:

12. Tanooki Mario in P-balloon form can't interact with blocks and sprites properly.

13. When you carry items to the goal in some forms, say, tanooki Mario, some glitched thingy spawns and Mario's too slow to get it.
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 LX5


11) This is intented. I guess I could add an option to get consecutive points... but I'm not sure.


Why would you intend that?


I would actually prefer to keep the powerup the way it is. Though the option that makes the powerup consecutive or non-consecutive seems like a neat idea LX5, since everyone has their own preferences.
My YouTube Channel
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I don't know if anyone has mentioned this, but the newest version doesn't seem to be compatible with Worldpeace's Dragon Coin patch.
If you use both at the same time, it turns Mario into this.







They share the same hijack to clean RAM, so that's why it happens.

Fortunately, my patch still works without initializing the RAM via clear_7E2000 hack, this is why I included some workarounds for these issues.

Please open powerup_quick_guide.txt and go to "4. Gamemode fixes", there are the fixes for the corrupted GFX and for the werid collision with layers.
A tutorial for the powerup pack is badly needed. I know that LX5 can't make one due to difficulty speaking English, but I've seen gameplay of people that have successfully inserted the powerups into their ROMs, so I know that there are people who know how to do it.
Could you help me with this?

I tried to use this on clean SA-1 hack (and tried to follow all the instructions), and it shows this:



The yellow bars are mario, which is glitched and ignore collisions.
It works fine on non SA-1 ROM by the way.

I used the newest SA-1 and powerup patch.
Receiving?
Originally posted by me
Please open powerup_quick_guide.txt and go to "4. Gamemode fixes", there are the fixes for the corrupted GFX and for the werid collision with layers.


The green ? box is actually the shattered ice block, which will fly right side of the screen.
I wonder if this only happens to me, because the instructions was difficult for me to follow, plugging all the hijacks into the patch, so I am not confident about whether is a bug or not.

Edit: I think it happens when ice block is neither carried or thrown. Just leave it untouched and let it break down when you make the ice block.
Receiving?

Patch