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Custom Powerups v3.4.2 - Improvements galore part 1
Forum Index - SMW Hacking - Resource & Tool Releases - Custom Powerups v3.4.2 - Improvements galore part 1
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I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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You need to re-apply the patch any time you make any edits to the powerup items file.

Originally posted by MrDeePay
You need to re-apply the patch any time you make any edits to the powerup items file.

I've already tried that, but the graphics still aren't changing

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Hacks I'm working on:

your simplistic human mind cannot possibly comprehend the complexities of my thoughts

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

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Oh, right, a different file has to be patched.
Did you reapply powerup_gfx.asm?

Originally posted by MrDeePay
Oh, right, a different file has to be patched.
Did you reapply powerup_gfx.asm?

Ah, that worked. Thanks!
Is it true you don't have time to make custom powerups yourself? If not, do other people take powerup suggestions from this thread? I was going to make a SMM2 Link graphics .bin (using graphics from Link to the Past), I'm asking now so people don't think I'm trying to guilt anyone into doing it by saying "I already made the graphics!", lol

P.S. I was going to ask this question in a Discord DM but it looks like you have them blocked (and also I can tell I'm not blocked by you because I could react with emojis to your posts)
I haven't replied to this thread in a long time due to lack of interest on my side. I'm focused on other things and forgot about the existence of this thread.

Originally posted by P-Tux7
Is it true you don't have time to make custom powerups yourself? If not, do other people take powerup suggestions from this thread? I was going to make a SMM2 Link graphics .bin (using graphics from Link to the Past), I'm asking now so people don't think I'm trying to guilt anyone into doing it by saying "I already made the graphics!", lol

P.S. I was going to ask this question in a Discord DM but it looks like you have them blocked (and also I can tell I'm not blocked by you because I could react with emojis to your posts)


I have zero plans on adding more powerups to this package. I may upload some other bugfix, but that's kinda unlikely as well. I'm trying to focus on other projects (fixing & enhancing Romi's VWF Cutscene Tool and my own hack)

I really don't know if anyone is taking requests on powerups, I guess it doesn't hurt asking.

And I blocked my DMs for personal reasons.
Hi, I have a question regarding a sprite I want to use in conjunction with the custom powerups, namely the SMB3 Goomba Family. Can someone please tell me how I could get this sprite and the powerups to work together without causing a crash or messing up properties of some of the custom powerups?

Allow me to explain the two scenarios I mentioned above; if the powerups are successfully inserted, and the sprite above is inserted, the rom crashes due to a hijack clash between CustomDefaulIinteraction.asm (which is included with the sprite above and required for it to function) and custom_interaction_engine.asm (the one in the hijacks folder), which both use $01A832.

On the other hand, if I tweak powerup.asm and remove "incsrc powerups_files/hijacks/custom_collision_engine.asm" from the list of hijacks before inserting the powerups, the rom doesn't crash when I insert the sprite above, but it screws up properties of some of the custom powerups (for example, it makes the Tanooki statue not invincible, thus making it possible for Tanooki Mario to take damage even as a statue).

So yeah, if someone can look into this and help me find a solution to use the custom powerups and the sprite above that has neither of these possible outcomes, I'd greatly appreciate it.
sorry if this question bothers you but will you add Super Acorn or the others powerup ?
Hello! I tried using this hack and it's awesome. However, for some reason, while Mario's spinning in his shell, he goes right through horizontal-moving platform. Here's video of this:
Please fix this.
Some hours later, and I discovered another glitch:
While riding in his shell, Mario's able to get stuck in P-Switches.
This seemingly works with all P-Switches in the game (at least it works w/ P-Switches in 1-2 and in 1-Castle). The position of P-Switch also doesn't matter, except you need a running start (which isn't possible in a sub-area in 1-3). You can just release the run button or press jump button to get out of P-Switch. Video:
Also, Shell Mario seemingly doesn't swim faster (which was a thing in New Super Mario Bros).
Blue Shell glitches part 3:
While riding in blue shell, you can:
1. Glitch through message blocks in the same manner as horizontal-moving platform;
2. Hit blocks, but not actually hit them (probably when moving downwards);
3. Glitch through vertical-moving platform as well.
Video:

Also, powerup suggestions (which are way too unlikely):
1. Acorn Suit
2. Builder Suit (or something)(from SMM2)
3. (very unlikely, but still) Mega Mushroom
The issues addressed in the previous posts may be fixed in a future version.



Something somewhat important for future releases:

I've been thinking of completely removing LoROM support (aka non SA-1 enhanced ROMs) for a while.

The patch has two major limitations when it comes to sprites:
  • Frame rules applied in some cases where slowdown could have been an issue
  • Sprite tile limitations ended up forcing an actual limit of certain sprites generated via powerups (bubbles, ice blocks)

SA-1 Pack v1.40 was released not too long ago and it comes with really nice OAM features that would come handy for a project of this magnitude (MaxTile, OAM priority, less prone to slowdown).

Another thing that has been on my mind lately is that with the release of Dynamic Spriteset System (DSS), it would be possible to remove some DMA features that were added due to really limited space in SP1/2 for powerup graphics, namely the dynamic projectiles and dynamic powerup items.

While I really don't like forcing the usage of big patches (SA-1 Pack & DSS), it will greatly help for the future of the project, even if I'm not working on it that much anymore. This decision will be made once DSS is finished and confirmed to work flawlessly on the original game.
I still think its better to have options on whether or not one would want to use SA-1 since I could think of a couple of reasons, one of which is that there are people who still own flashcarts that don't support SA-1 expansion chips but thats my opinion.

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On Pixel Art Requests: I generally do not accept work unless I either have the time, if I see your project worth my time to contribute towards, and that is usually me doing the approaching to you on that.
-I also do not accept speculative work as I do have various art I made on-hand with me.
-I am more receptive to equivalent exchange of resources in which case, you can DM me wherever I have an active presence on for the details.
-Other times I'm availible for your project is C3 request threads I may run.






Has anyone else had any issues with the ice block graphics? I tried to figure out where it's pulling the graphics from, but I can't seem to figure it out, leading me to believe that it pulls the graphics from somewhere else installed in memory added by the hijack. Here's what happens below, something similar happens on all levels i've tested with.

(with the garbled graphics on the right being the ice block)
I could be wrong (I'm probably wrong) but that's the only conclusion I could come to and I have no idea what I'd have to edit to fix it. Unless it has to do with the fact that I have yet to update to 3.4.2 from 3.4.1. In that case, what does the updating process look like (considering it's required to install on a fresh unedited rom)?




I'M A CHUCKSTER
Originally posted by NoMoreStars
Has anyone else had any issues with the ice block graphics? I tried to figure out where it's pulling the graphics from, but I can't seem to figure it out, leading me to believe that it pulls the graphics from somewhere else installed in memory added by the hijack. Here's what happens below, something similar happens on all levels i've tested with.

(with the garbled graphics on the right being the ice block)
I could be wrong (I'm probably wrong) but that's the only conclusion I could come to and I have no idea what I'd have to edit to fix it. Unless it has to do with the fact that I have yet to update to 3.4.2 from 3.4.1. In that case, what does the updating process look like (considering it's required to install on a fresh unedited rom)?


You should be able to patch over 3.4.1 to 3.4.2 without starting from a clean ROM IIRC. You may not need to do that to fix this though. You might want to for the extra fixes etc, but that's up to you.

Did you replace GFX00.bin that comes with the pack? It looks like you didn't, as the patch replaces the star graphic and moves it elsewhere. It looks like the ice block is using the graphics from the vanilla GFX00.bin. A lot of the GFX here are replaced by DMA routines I believe, hence all the X's.

it should look something like this:

those are the graphics the ice block uses.

Hope this helps!

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Bottom Text
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Originally posted by janklorde


Did you replace GFX00.bin that comes with the pack? It looks like you didn't, as the patch replaces the star graphic and moves it elsewhere. It looks like the ice block is using the graphics from the vanilla GFX00.bin. A lot of the GFX here are replaced by DMA routines I believe, hence all the X's.


Ah, yep! Looks like that was the issue! Strange that apparently I hadn't put those in the graphics folder in the first place. Then again I installed the hijack earlier last year when I was much less familiar with Lunar Magic's file structure than I am now. Thanks for the help!




I'M A CHUCKSTER
I would love to have this DSS compatible.
Does any one know where the sprites are indexed, been trying to apply the iggy/Larry hair fix patch (simple graffic edit)
And I assume it breaks by not knowing the proper addresses. As I can get everything to work but that fights gfx pointer.
Would it be pretty handy if there was an option to toggle the prototype helmet for the cape.

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Have a frost day~
Puyo Maguro World Creator
Pages: « 1 227 28 29 30 » Link
Forum Index - SMW Hacking - Resource & Tool Releases - Custom Powerups v3.4.2 - Improvements galore part 1

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