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Custom Powerups v3.4.2 - DISCONTINUED

Patch

Few bugs found through more testing:

Colliding with an enemy while holding ice block in water shows weird behavior.

Killing a 5-hit enemy with fireballs will boost the X speed of the enemy.

Thanks.
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I've inserted the Hammer and Boomerang, and have managed to fix almost all the glitches (mostly all graphical).
Does anybody know how to make certain custom sprites unkillable with these new powerups (much like the platforms or carrot top lifts)?
For example, see here with the bomb block sprite.
Look at section 12 in the readme, it's explained there.
Could You Send Me The Graphics of this?
I need It for A Fangame
I can't since I don't know how the graphics should be arranged for a fangame plus I'm lazy to do it and busy with other things.

I guess you could rip the graphics by yourself since you (may) know how they should be ripped because you're doing a fangame.

Extras



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

Advertising Space

Originally posted by searingjet
Could You Send Me The Graphics of this?
I need It for A Fangame


MFGG (link in the sidebar) has all of the graphics you could need and more.

Quick question: How do you disable cape flight once the powerup patch is applied? This patch now breaks the game when I apply it, likely because there's a conflict between the two patches.
Both patches are incompatible because the raccoon patch use the same hijacks as the hex edits in disable flight. In order to make them compatible, you must merge both patches. It's also pretty simple: Just delete the disable flight patch and open "Raccoon.asm" in the hex edit folder. Now search for "FlightTime:" (without quotes) and replace "LDY #$50" with "LDY #$00". A second edit must be done at "NoInfiniteFlying:". In this case, you just need to delete the code at "NoInfiniteFlying:" (optional but can be used to save some freespace) and replace
Code
org $80D802
!a	JML	NoInfiniteFlying

with
Code
org $80D802
JMP $D8CD

(Note: The second fix is not part of the code but it's a better way then done there.)
Untested!
Just tested it now, works like a charm! thanks!

I really wanted to get the disabled cape flight back in the ROM to prevent game breaks, even if I'm not sure how many of the levels are built with an open sky/no objects hanging from the ceiling.
Firstly, thank you LX5 for these amazing powerups :D !

Secondly, I have a tiny bug in my ROM with this patch. When i'm underwater, everything works perfect except when i have the iceflower powerup. The 8x8 bubble sprite becomes a strange sprite and i don't know why :o.
Originally posted by levelengine
I've inserted the Hammer and Boomerang, and have managed to fix almost all the glitches (mostly all graphical).
Does anybody know how to make certain custom sprites unkillable with these new powerups (much like the platforms or carrot top lifts)?
For example, see here with the bomb block sprite.


You're using the outdated version, redownload it again and it should fix it. (It should now check if the custom Sprite is a bomb block explosion).
Give thanks to RPG hacker for working on Asar.
Quote
The 8x8 bubble sprite becomes a strange sprite and i don't know why :o.


That's a known issue, for some reason some extended sprites are a bit weird... probably I messed up something when making the patch.

I'll look into it.
Originally posted by LX5
That's a known issue, for some reason some extended sprites are a bit weird...


Ok I didn't know :/ but the buggy sprite appears when I launch ice balls.

When I get the powerup, the sprite is still normal (left image). But when I use it once, the sprite changes (middle image), and after several times, it changes again (right image). After, the sprite doesn't change and stay like this until you reset the game.

Oh, for some reason I mixed the Rip Van Fish Z tiles with that little bubble (the Z tiles are crazy)

You probably want to remap the bubble tile. Go to powerup_defs.asm and search this:

Code
;;;;;;;;;;;;;;;;;;;
;; 8x8 bubble
;;;;;;;;;;;;;;;;;;;

!remap_little_bubble		= 1	;Enable little bubble remapping.
!little_bubble_tile		= $38	;8x8 tile of the little bubble.


You probably set to zero the bubble remapping option (first option) while configuring the file and then the bubble still uses the original tile number (which are used by the projectile DMA feature), if you are using the included GFX00.bin this would fix it.
Thx for this answer :)

But in the powerup_defs.asm I put this code :
Code
;;;;;;;;;;;;;;;;;;;
;; 8x8 bubble
;;;;;;;;;;;;;;;;;;;

!remap_little_bubble		= 1	;Enable little bubble remapping.
!little_bubble_tile		= $1C	;8x8 tile of the little bubble.

so I thought it will work :/

With tile 38 the problem is fixed but in my hack this tile was used by squashed goomba so I exchanged the squashed goomba (tile 38) with the bubble sprite (tile 1C) but now, how can I replace the squashed goomba tile in the game ? (To use the tile 38 I found a tutorial on this site but I can't remember where :/)

EDIT : I found it (yeah I didn't take the time to look) Here the code patched with asar :
Code
header
lorom
org $01E733
db $D2 ;Fix the graphics used for squished Goombas.

Tile D2 because with tile 1C it's still buggy due to DMA. Now, all work perfectly. Thx to Gamma V and big thanks to you LX5 :D
I'll start this post by saying that the work you made for this is outstanding. It seems so versatile too, coding custom powerups may be useful and the ones you included should cover most user cases.

So, I tried converting this to SA-1, but I failed miserably. I dunno where exactly the problem is, the code is massive and I don't understand 95% of it. Do you plan to make the final version SA-1 compatible? If so, I don't mind waiting for it, as I'd prefer to only use the final version on my ROM anyway. And I can see how it'd be hard to convert, so converting every single small update until the end would probably be a pain too.

If you say it's too complicated to SA-1-ify at all, I'd understand. Both patches require to be the first thing to be patched to the ROM, there would surely be conflicts unless major modifications to one or both patches were made. Probably.

In the end, it's your call, LX5. I'm just raising my hand to express my interest in an eventual SA-1 version. No stress. :)
I do have a working SA-1 version of my powerups (probably I'll end up merging both versions like some of the newest approved patches), all that I need to have to release it to the public is a way to insert blocks without the manual block inserter (it's a bit hard for some people).

I also got a working SA-1 version of GPS, but I think it would explode at anytime because what I did is a bit dangerous I guess.
Originally posted by LX5
I do have a working SA-1 version of my powerups (probably I'll end up merging both versions like some of the newest approved patches), all that I need to have to release it to the public is a way to insert blocks without the manual block inserter (it's a bit hard for some people).

I also got a working SA-1 version of GPS, but I think it would explode at anytime because what I did is a bit dangerous I guess.


Oh, that's great to hear. Vitor actually said he would look into making an SA-1 version of GPS soon, so I think you'll be able to release your SA-1 powerups pretty soon!

I'm really excited about this. This patch gave me a lot of new ideas for my hack. The fact that this and the SA-1 patch include over 50% of the patches I was already using is pretty great too, it should definitely make organization easier.
This isn't dead, I have a potential (but not full) changelog of the next version of the patch:

Originally posted by v1.1 changelog

New:
- The patch is now fully SA-1 compatible, just insert it as you would do normally and the patch will handle everything like every new patch on SMWC.
- Now is posible to have different collision dots with layers (yeah, dots) for Mario.
- Remapping some smoke particles is now optional too. A define is included in powerup_defs.asm to decide if insert the hex edits or not.
- Added a define to control which extended sprite number will Mario shoot while having powerup that shoots projectiles.
- Changed the custom sprite settings table in sprites_props.asm to use bits instead of hex values.
- Minor Extender patch is now completely optional, you still require to patch the file though, specially if you want those Z tiles fixed.
- Migrated from Item Box Special 1.1 to 1.3.
- Made some (small) name changes to some files in powerup_files folder.

Fixes:
- THE Z TILE OF THE RIP VAN FISH IS NOW FIXED.
- Mode 7 Game Over patch detection. Clearing $7E2000 area made this patch to display an invisible Mario, this is now fixed.
- Fixed a HUGE mistake on IceBlock.asm. Changed a $1622,x to $1686,x.
- Iceball image is now properly aligned while using the projectile DMA feature.
- Projectile DMA feature now works correctly in title screen. Thanks to KDee for reporting this.


The collision feature will be explained in the readme, but it basically works like the collision dots for sprites and you have up to 6 dots normally and 3 (or 2, depending on powerup) while wall-running.

Plus you have to fill the collision dots when Mario is ducking, on yoshi and ducking on yoshi and due to the code at $00EB8D, you need to fill the coordinates of the dots when the low nybble of $94 is <8 and >8.
Nice Release! I will be collecting some feedback and bug reports to notice you.
...after final exam on my school maybe XD
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Patch