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Custom Powerups v3.4.2 - DISCONTINUED

Patch

Originally posted by amhunter
Hello LX5, I have a question.

Is there a way I can make the mushrooms heal you when using GHB's health bar patch??? Just so you are aware, I am using the bulk version of your power-ups patch (before you made all of them rather independent).


Could you send me via PM the files you're using? That would help.

Originally posted by Hamtaro126
Is there a way to edit ALL the other cape image tables for the cape? Said cape image tables can be explained Here and Here


Not via my patch.

Originally posted by Hamtaro126
-an option to replace both the cape image and 8x8 tiles with one or two more 16x16 dynamic player tiles (per-powerup)

-an option to disable Yoshi/Podoboo DMA (frees up some DMA time)

-an option to move Yoshi/Podoboo DMA (for DMA spacing)

-an option to let Yoshi use GFX within another bank (ROM or RAM) instead of being fixed within bank $7E


1.- Sounds interesting, but I haven't tried messing with cape images with my patch. I might look into it.

2.- I could add this too.

3.- I don't understand this one. Do you mean moving where the graphics will be loaded? That would be useful I suppose.

4.- I could look into this too, it shouldn't be hard.

I'm not sure how much time it will take me to implement these, though.
Originally posted by LX5
Do you mean moving where the graphics will be loaded? That would be useful I suppose.


Yes, That's what I meant to say.
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!
small question: which powerups require the custom palette to function? I know that the Raccoon Leaf does not, and that the Ice Flower does.
Ice flower, boomerang suit, hammer suit, tanooki suit, rocket mushroom and I think the shell suit too.
I have a few questions. I dunno if these have been answered else were on the site but here goes:

1: Do these power-ups work with the DKC Status Bar Patch?

2: Is it possible to re-map certain power-up sprites and projectiles into GFX 01? (were the koopas and other enemies are).

Cheers.
Also great work so far on these. Looking forward to seeing what else you come up with.
Originally posted by 1UPdudes
1: Do these power-ups work with the DKC Status Bar Patch?


Yeah, it works.

Originally posted by quick guide FAQ
Q: Does this works with DKC Status bar?
A: Yes, I modified that patch to be used with this patch, you can download it from my file bin in SMWC.


Originally posted by 1UPdudes
2: Is it possible to re-map certain power-up sprites and projectiles into GFX 01? (were the koopas and other enemies are).


Completely possible, just go and modifiy the files at "powerups_files/powerup_defs" folder. These defines are like this:

Code
!rocket_boots_tile	= $24	;Tile used by the Rocket boots item
!rocket_boots_prop	= $06	;YXPPCCCT properties of Rocket boots item
				;You may want to change the .cfg file too.
ALthough the patch says that it supports SA-1,

Is this working on SA-1?
I tried multiple times, even without any powerups, to apply the patch on a clean SA-1 ROM, but it never worked!



Could you figure out the causes?
Receiving?
Apply the gamemode fixes mentioned in the quick readme. These will fix the issues.
I'm using v2.1.1 since I've had some problems with v2.1.2 and SA-1.

But when I was using v2.1.1, I've noticed some problems with the Ice Flower powerup.

A random green question block flies off the screen when the ice block shatters?




Edit1:

The "Better Powerdown" option is also glitched, the game crashes when contacted by a sprite.
My YouTube Channel
Best SMW Hacks Compilation
Originally posted by chineesmw
But when I was using v2.1.1, I've noticed some problems with the Ice Flower powerup.

A random green question block flies off the screen when the ice block shatters?


Have you modified something related to Minor Extended Sprites?

Originally posted by chineesesmw
The "Better Powerdown" option is also glitched, the game crashes when contacted by a sprite.


You have to modify the Better Powerdown patch, read his readme for more details.

Userbar by Green Jerry

Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
The only things that I have modified were the tilemap graphics for the power-ups because I was using this patch along with the NSMB Wii. Status Bar. The graphics were incompatible with each other... but I think overall, this glitch was occurring before I even modified the tilemap values...

Maybe it's because I used v2.1.1 with SA-1???
My YouTube Channel
Best SMW Hacks Compilation
I just figured out making gamemode fix on 14 will enable the LMSW testing.
I didn't found any bugs by doing this so far, but is it safe to do that?

Also remapping smoke tile won't remap the bonus star smoke.
(generates when player hit the goal tape and letter written in bonus star disappears)

So It is good to turn off the smoke tile remapping until the next update.

or add this code into hex_edits.asm (inside of if !remap_smoke_particles = 1)
Code
org $07F24E|!base3
        db $6D,$6D,$6E,$FF

Receiving?
And then please add the star graphic to that list of bonus star sprites:

Code
org $07F21A|!base3
        db $EF

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 made a minor tweak that makes better Raccoon Mario.
What I did is no magic, just adjusted the code so cape and raccoon would use separate take-off speed.

Replace the "EnableFlying:" part of this file: powerupfiles/raccoon_engine.asm
Code
EnableFlying:
	LDA	!cape_settings
	AND	#$02
	BEQ	.ReturnD928
	LDA	$72
	CMP	#$0C
	BNE	.ReturnD8FD
	LDA	!cape_settings
	AND	#$04
	BNE	.Cape
	LDY	#$03
	BRA	.Doit
.Cape
	LDY	#$01
.Doit
	LDA	#$01
	CMP	$149F|!base2
	BCC	.ReturnD8FF
	INC	$149F|!base2
.ReturnD8FD
	LDY	#$00
.ReturnD8FF
	JML	$00D8FF|!base3
.ReturnD928	
	JML	$00D928|!base3

Change the BEQ into BNE will fix the cape flight time being too long.
Code
FlightTime:
	PHY	
	LDY	#$50	; This is the cape takeoff timer.
	LDA	!cape_settings
	AND	#$04
	BNE	.Store	;It was BEQ before, which made cape fly up to #$90 frames

Also, add this code in any hex edits.
Code
org $00D7B9|!base3
        db $10		; Cape float speed (holding B)
        db $C8		; Cape takeoff speed
        db $E0		; Yoshi flapping wing speed
        db $E0		; Raccoon takeoff speed (luckily, it was unused!)
			; All of them are Y speed, not X.


I can post more codes like Shell Mario jump lower if needed.
(which is too easy so it is a shame to post it, because it just merely merges some codes of two patches)


Also, this is a really minor glitch, when you land smoothly with cape, and get other powerup will glitch the graphics for a fraction of a fraction of a second.

I tried to reproduce this so hard because I'm not good at cape flight XD


EDIT: Added fix Rocket Mushroom bug which lets player to boost more than one times on air. (which is not supposed to be happened maybe)
Replace the "skip3:" part of this file: powerup_XX.asm (the one supposed to be in main_code)
Code
.skip3
		LDA !timer	; assumption: timer is greater than 1.
		DEC #2		; double the decreasing speed.
		BNE .dec	; then timer can be zero,
		INC		; so add one to prevent this.
.dec
		STA !timer


EDIT2: Added fix the graphic glitch after instant death with raccoon type powerup.

Add this code in powerupfiles/raccoon_engine.asm
Code
CapeTailGraphics:
	LDA	$19	; The glitch happens because powerup_main doesn't run when mario is dead,
	BEQ	.Nope	; not resetting the !cape_settings, allowing glitched tail showing in the overworld.


I will be uploading more fixes as I find more.

modedit: no need to stretch tables
Receiving?
Hey, I'm kinda new here, and I really apologize if anything I say sounds stupid, but I put these powerups in a clean rom, to test, before I put them in my hack, and I noticed that the powerups work great, except I couldn't get the tanooki suit to turn into a statue, and the cape no longer flies. did I do something wrong, or miss something? please help
It seems volcano lotus malfunctions in SA-1 ROM.
Mario will be immune to lotus fireballs, and Piranha fireballs.


EDIT: Did you hijacked $02A469? If yes, Where is the hijack?

EDIT2: Which file modifies !shell_immunity??

EDIT3: Fixed. change this part of code in powerup_files/shell_immunity_code.asm
Code
.try_protect	
	;LDA	!shell_immunity	; unused for this version, maybe...
	;BNE	.protect	; letting this will cause bug on SA-1 ROM, because the default is set to non zero.

Receiving?
For power-ups that do not change graphics, are they compatible with the 32x32 player patch?
Originally posted by Skewer
For power-ups that do not change graphics, are they compatible with the 32x32 player patch?


Man, both patches hijack the same area AKA mario's DMA, so i don't believe so...

EDIT: Manuz did a "powerup" patch a VERY LONG time ago. you could use this as it doesn't hijack mario's DMA. However, you'll need to code the power yourself. (?) But, if this is the case, i could help you code-wise, so don't worry.
Is there any way that I can put these items into a question block?
Currently working on:
Super Kekcroc World 4 (lol jk)
Originally posted by Knucklesfan
Is there any way that I can put these items into a question block?


Do you mean this?
Receiving?

Patch