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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
Pages: « 1 2 3 4 5 629 30 »
Thanks! And waiting another day or two won't hurt, though.

I'm writing a detailed readme, so the first post will be obsolete after I release the update. I'm expecting to release the patch after finishing the readme, it won't take too much time because I already have half of it done, high school isn't being hard and I have some free time (that's good news!).
Well, this didn't take so long.

Here's the new update!

Download: http://bin.smwcentral.net/u/12344/powerup_pack.zip

I included a readme, so the first post is completely obsolete.
Excellent work my friend, I'm going to apply these to the ROM ASAP! I've been waiting a long time to use your PowerUps, and now that they're here... the waiting is no more! Can't wait to see how well it all works!
Thanks!

Also, I forgot to finish section in the readme, redownload it again.
One minor issue: !flat_pow_tile is not used at all.
Also, flat one should be able to remap properties as well.

Solutuon:
Add some definition in powerups_defs.asm
Code
!flat_blue_pow_yxppcct		= $06
!flat_sliver_pow_yxppcct	= $02

Add this code in: other_patches\hex_edits.asm
Below of 'if !remap_pow'
Code
	org $81E723
		db !flat_pow_tile
	org $818466
		db !flat_blue_pow_yxppcct,!flat_sliver_pow_yxppcct


The other minor issue is, that bonus star tile (when you hit the goal tape) and its sparkle is not remapped. I don't know how to remap this neither.

Simple Solution: remap the bubble tile, and disable spin-jump star remapping.

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Receiving?
... nice catch.

Adding it to the hex edits file.

edit:
Just to keep it here.

Download of the DKC Status bar: http://bin.smwcentral.net/u/12344/DKC%2BStatus%2BBar%2B-%2BPowerup.zip
I just noticed another issue: when shell mario exits level while in shell, his will be in shell in the overworld. (For example, hitting switch palace in shell)

I never tried in tanooki stone form, but I suppose it will work similarly.

I think resetting !flags when entering the overworld will solve this problem.
For now, UberASM seems to be able to deal with this easily.



Oh, never mind with the overworld. it is ExGFX.

--------------------
Receiving?
Yeah, uberASM is the only (and fastest) way to prevent that without hijacking that gamemode.

Just set to zero !flags in gamemode_B and it will be cleared every time that you fade to the overworld.
I am also working on several tweaks and alternative graphics.
The image below is SMB3 Styled. Also I included cloud flower.


(Cropped and edited for correct palette)
Please note that some unnecessary graphics are included, which will be used for my own interest.

Several unofficial tweaks I am currently working on are (or planned to work on)

-Lower jump for Shell Mario when he is in shell
-Spinning ice block pieces like other block pieces do
-Boomerang/Hammer that can kill multiple sprites at once
-Accurate Raccoon / Tanooki mario flying like SMB3.
-Alternative Hijacks (or FreeRAM remap) for LMSW compatibility
-Luigi graphics
...and so on.

--------------------
Receiving?
Some questions:

1. Is "remap_shell_less_koopa" define broken? I disabled it and it didnt do anything(other shell-less koopas uses blue/big shell-less koopas graphics)

2. Where I can change what tile DMA projectile thing uses? By default it uses upper-left tile of the 100coin roulette(and I couldn't find way to change it):


3. Is it be possible to make block that shatters when hit by hammer/boomerang like in SMA4? Also in my hack I have blocks that shatters/changes into stuff(iced blocks) when hit by fire ball, but ice ball also activates/shatters these, is it possible to disable that somehow?

--------------------




Originally posted by Spk77k

-Boomerang/Hammer that can kill multiple sprites at once
-Accurate Raccoon / Tanooki mario flying like SMB3.
-Luigi graphics


Would love to have these features for my works too, If these three get done, Would you please set these features up for me to use (as source code)?

Especially want to have accurate raccoon flying!
Quote
1. Is "remap_shell_less_koopa" define broken? I disabled it and it didnt do anything(other shell-less koopas uses blue/big shell-less koopas graphics)


That's what it's supposed to do. Making every shell-less koopa be the same, in this case, making them to use the blue shell-less koopa GFX.

Quote
2. Where I can change what tile DMA projectile thing uses? By default it uses upper-left tile of the 100coin roulette(and I couldn't find way to change it)


I suppose you will have more luck if you modify the roulette patch instead of the DMA routine, since those two 16x16 tiles needs to be consecutive.

But if you insist, go to powerup.asm and find this line:

Code
	LDA #$60A0


and change it to:

Code
	LDA.w #$XX<<4|$6000


The XX refers to the tile in the FIRST GFX page (SP1-SP2).

search this another line:

Code
	LDA #$61A0


and change it to:

Code
	LDA.w #$XX<<4|$6100


Untested, but it should work.

Quote
3. Is it be possible to make block that shatters when hit by hammer/boomerang like in SMA4? Also in my hack I have blocks that shatters/changes into stuff(iced blocks) when hit by fire ball, but ice ball also activates/shatters these, is it possible to disable that somehow?


I don't know if other projectiles, except the iceball, triggers the blocks offsets, I doubt it.

To exclude the iceball, just check if the current sprite is a iceball in the block's code:

Code
	LDA $170B,x
	CMP #$14
	BEQ .iceball_found
	;fireball code
.iceball_found
	RTL 


Again, untested, but it should work.

Originally posted by Spk77k
-Accurate Raccoon / Tanooki mario flying like SMB3.


Oh, if you got that working, can you send it to me? I'm a bit lazy with powerups that flies... :P

Probably LMSW crashes due that I clear Mario's tilemap in RAM ($7E2000)... or something else, I remember that my star coins neither works with LMSW, it may be the extended objects that are placed in the level.

Quote
-Spinning ice block pieces like other block pieces do


I'm going to take it as a suggestion to implement, maybe some people likes more that the ice blocks breaks like a turn block or people likes to save SP1/2 space.
Hello LX5
I loved your powerups, i came here to report three problems:

1) Where's the white tanooki suit? I checked in your last update that you wrote this. Are you making it?
2) I have a problem with the tanooki suit: When the tanooki suit is on status bar, when i press SELECT and got it, it appears like normal mario.
3) There's no cloud powerup and bubble powerup. What's going on?

Edit:

4) I found a bug, whenever that i exit a level, like EA, it will teleport to 1EA instead.
Roberto,LX removed the White tanooki suit,now THE White tanooki suit is the Bubble powerup.

And,about the original tanooki suit......i don't Know how to solve it,maybe you can as LX for a bugfix.

Edit:Bubble powerup(or White tanooki suit)is powerup A.
uhhh, are you sure that you downloaded the lastest .zip?

Quote
1) Where's the white tanooki suit? I checked in your last update that you wrote this. Are you making it?

Thw white tanooki suit was dropped due to being too similar to the normal tanooki suit.

Quote
2) I have a problem with the tanooki suit: When the tanooki suit is on status bar, when i press SELECT and got it, it appears like normal mario.

uhh, weird.

I think that happened in the previous patch.

Quote
3) There's no cloud powerup and bubble powerup. What's going on?


The bubble powerup is already released, the cloud powerup is still being developed.

Quote
4) I found a bug, whenever that i exit a level, like EA, it will teleport to 1EA instead.


... are you sure that happens with my patch? If you inserted something else, then post it here and we will see what's causing it.
I downloaded the powerup patch from this post.
It's from 2015-08-21
Then be sure that you followed the Usage section that's on the readme.

Also check your powerup_defs.asm to see if everything has the desired values, in that place you can modify some stuff about the patch.
Originally posted by Roberto zampari
4) I found a bug, whenever that i exit a level, like EA, it will teleport to 1EA instead.


I noticed that this actually happens.

Start level from 105 -> warp to level 14 -> warp to level CA

the final destination is 1CA.
Maybe the high byte of the level number is preserved for some reason.
Because this bug is activated only when you have been to level number 1xx.

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Receiving?
It's because i found in the sprites.txt on the current version:

Code
00 ice_flower.cfg
01 hammer_suit.cfg
02 boomerang_suit.cfg
03 rocket_mushroom.cfg
04 raccoon_leaf.cfg
05 tanooki_suit.cfg
06 white_tanooki_suit.cfg
07 shell_suit.cfg
08 cloud_flower.cfg
09 unused_d.cfg
0A unused_e.cfg
0B unused_f.cfg
Just tested something.

The teleport bug happens even on a unmodified ROM (no patches applied besides de ASM hacks by Lunar Magic).

This happens because LM hasn't modified the level destinations in that level and it screws everything.

If you want to try this, go to level 105, put a door leading to level FE, then test the doors.

This bug will happen in ANY unmodified level.
Pages: « 1 2 3 4 5 629 30 »
Forum Index - SMW Hacking - Resource & Tool Releases - Custom Powerups v3.4.2 - Improvements galore part 1

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