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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 6 7 8 929 30 »
The patch isn't released yet, but it will be soon available to download.

I'm currently fixing some bugs on that collision routines that I mentioned since sometimes they don't read my tables properly plus I still need to add documentation about it in the readme.

Be patient :)
Is the cloud flower going to be finished? Anyway, I have a LONG list of suggestions:
football suit - When Mario runs, he sprints and knocks enemies out of his way. Dropped by special chargin chuck

penguin suit

frog suit

propeller mushroom

smb3 goomba's shoe

volcano shoom - Mario runs faster and can walk on lava

super pickaxe - can break custom breakable blocks, like starpower

mega mushroom (might be harder to make than others)

mini mushroom (might be harder to make than others)

White tanooky leaf

bee mushroom

YOSHI POWERUP BERRIES:

Dash Pepper

Blimp Fruit

Glow Berry - Yoshi makes light in dark rooms.
Hey LX5, cool patch. Though, I have some questions about it.

1. Where is the code located that kills the boomerang when Mario catches it? (want to add contact gfx plus sfx)

2. Where is the code located when a boomerang kills an enemy? (i want to add contact gfx)

3. where can I edit the boomerang's y speed? (i want it to go straight like in sm3dl) got it

4. how would i go about changing the shatter effect of the iceblock to a simpler smoke puff?

thanks!
@DaEpicToad:
I appreciate your suggestions, maybe I'll consider one of those.
@allowiscous:
1. Search on extended_sprites.asm this code
Code
		JSR	HitSpritePowers
		JSR	ExtSprClip
		JSL	$83B664
		JSL	$83B72B
		BCC	+
		LDA	$176F,x
+		BNE	+
		LDA	#$00		;here starts the killed boomerang code.
		STA	$170B,x
		JSR	check_dma


That misplaced + is already fixed, though.

2. In the same file, search HitSpritePowers label and the sublabel .Boomerang (or .Hammer, both shares the same code)

Some documentation about that part:
Y has the extended sprite index
$0E has the sprite index
$0F holds the data of the current sprite in sprites_props.asm.
The 7th bit of !extra_extended_2 is set to make the boomerang to fall off the screen and stop checking the interaction with sprites.

4. Open IceBlock.asm and search the label SpawnBrokenIce, replace that code with your code, make sure that routine ends in RTL and uses $98 and $9A as X and Y coordinates, this should help.

Code
	LDY #$03
-
	LDA $17C0,y
	BEQ +
	DEY
	BPL -
	RTL
+
	LDA #$01
	STA $17C0,y
	LDA #$1C     
	STA $17CC,y
	LDA $98
	STA $17C4,y
	LDA $9A
	STA $17C8,y
	RTL


It should work I guess.
Cool, one more question. What's the best way to set contact gfx x/y to the extended sprite's x/y?

EDIT: got it :)

EDIT2: I noticed that you can boomerangbob-omb explosions. Is there a fix for that?

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 DaEpicToad

football suit - When Mario runs, he sprints and knocks enemies out of his way. Dropped by special chargin chuck

frog suit

bee mushroom


Already exists but is part of another sprite pack whose coding is pretty buggy, so something like this could be remade.(?)


Quote
smb3 goomba's shoe


Already exists.

Quote
volcano shoom - Mario runs faster and can walk on lava


I'll do you one even better- outright immunity to fire-based hazards, but is water-soluable.

Quote
super pickaxe - can break custom breakable blocks, like starpower


DK Hammer already exists, but could probably be recoded to be like the Pickaxe.

Quote
mega mushroom (might be harder to make than others)

mini mushroom (might be harder to make than others)


Practically unfeasible, indeed.

Quote
White tanooky leaf


Sort of exists.

What do you insert it with?

--------------------
Eh?
Crossposting from C3 thread:

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

It's update time for my powerups!

Changelog:

Quote
v1.1 (5-Jan-2015)
New:
- Tiny Mushroom powerup from NSMBWii is now available.
- Cloud flower powerup from SMG series is now available. Huge thanks to Lui37 for coding it.
- The patch is now SA-1 compatible*, just insert it as you would do normally and the patch will handle everything like every new patch on SMWC.
- Hammer and Boomerangs now interact with layer 1 objects, more details above.
- Boomerang can retrieve some sprites when fired, this makes the Boomerang to not be just a Hammer clone.
- Custom interaction fields with sprites is now possible.
- Custom interaction dots/points with layer 1/2 (maybe 3?) is now possible.
- 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.
- Added a define to change where the Projectile DMA graphics will be loaded to.
- Made some (small) name changes to some files in powerup_files folder.
- 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.
- Patch size increased a bit.

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.
- Riding Yoshi instantly bug is now gone.
- Projectile DMA feature now works correctly in title screen. Thanks to KDee for reporting this.
- Mario's 8x8 tiles weren't showing correctly on title screen, it's fixed now.
- Fixed several misplaced things.

Known issues:
- Tiny Mario graphics glitches when he gets a P-Balloon also he has wrong collision fields with everything.
- Tiny Mario sometimes goes through slopes when on Yoshi (?)
- Tiny Mario can't use small doors.
- extended_sprites.asm can't be patched without the main patch.

SA-1 known issues:
- Boomerang retrieve item feature isn't working.
- Tiny Mario has odd hitboxes when getting the item through the item box.

* = It's partially compatible, due to those known issues plus not having a SA-1 compatible GPS to get the blocks to work.


Phew, that was a big changelog!

The readme was also updated with more text and small tutorials to get the features to work.

Lui was a cool guy and made the Cloud powerup for this pack, it's very well done and has some cute cloud graphics.

Here's the cloud powerup in action: https://dl.dropboxusercontent.com/u/55549818/gifs/cloud%20dlc.gif
and here is a pic of tiny Mario that I intentionally put on my file bin days ago to see if people find it: http://bin.smwcentral.net/u/12344/tiny_mario.png

Without making the wait longer, here is the download link: http://bin.smwcentral.net/u/12344/powerup_pack.zip

To play with my powerups without inserting it you can still visit my Demo ips thread: http://www.smwcentral.net/?p=viewthread&t=82086

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

@thesmb3fan144:
Use asar to insert the main patch, use GPS to insert blocks, use sprite tool to insert sprites, easy (and it's explained on the readme).

Quote
EDIT2: I noticed that you can boomerangbob-omb explosions. Is there a fix for that?


Oh, I'll see how to fix that soon.
That Tiny Mario is C U T E! I like it.

--------------------
Here is a bug report I found after the update.

- Ice block interacts with flying ? block. (also brown block kills it)
- Shattered ice blocks don't show correctly.
- Carrying ice block underwater (buoyancy on) can kill sprites without losing it unlike shell or throw block.

- Despawning boomerangs should despawn the item as well. (this cause many awkward issues... a boomerang carrying flower disappeared at the border of the screen and the flower left on the air..)

- Shell Mario using star cannot give additional scores while in shell.
- Shell Mario in shell doesn't flash while using star.

- (Not actually a bug) Cloud Mario gimmick is easily abused with item box.

- Tiny Mario using star cannot kill, but bounces off from some sprites.
- Tiny Mario should die upon a hit.
- Tiny Mario collects other powerups nearby when collecting a mini mushroom.

Random Powerup Ideas:
Oil Banana: Yellow/Black suit, Becomes slippery but can use slide attack on flat ground by crouching. Can walk on water like Tiny Mario. Swims faster.

--------------------
Receiving?
Oh and I had some ideas.

Cloud Mario could maybe use some clouds following him, so you can actually see how many clouds you got left (you could perhaps use some cluster sprites with the appearance of those dust graphics in GFX00).

And maybe something like Magma Mario. He takes on the appearance of SMB3's Fire Mario and spits out one big fireball at a time. Maybe something else too to differentiate it more because ORIGINALITY

Or port over the Shells from SMM

--------------------
Question, in sprites_props.asm what exactly defines that sprite cant be retrieve by boomerangs? I set 6th byte to 0 but it I can still retrieve that sprite with boomerang(its kinda terrifying to be able to retrieve thwomps accidentally lol).

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




Well apparently its 1st bit (Can't be frozen by Iceball.) that caused it, once I set it to 0 it fixed itself, so guess I cant set sprite to be killed with tanooki statue, hammer&boomerangs but also have that you cannot freeze them? Not huge deal but the 6th bit (Can be retrieved by Boomerang.) seems to be broken unless Im idiot like usual.

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




Just for reference. Bits are in this order:

76543210

That may caused you a few problems.

I'll check the code too, maybe I did something wrong when coding it.
Originally posted by LX5
Just for reference. Bits are in this order:

76543210

That may caused you a few problems.

I'll check the code too, maybe I did something wrong when coding it.

Well no wonder why it didn't work, I though it was 012.. since you listed them in that order in the top of sprites_props.asm file.

Anyway thanks, hopefully that was the problem.

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




oh, so it is backwards. Okay... #w{:>} That's right, it is technically backwards or did I misunderstand?

--------------------
Your layout has been removed.
It's not backwards. It's because in the programming/math, each bit is a power of two:

20 = 0x01 = 1 (bit 0) = %00000001
21 = 0x02 = 2 (bit 1) = %00000010
22 = 0x04 = 4 (bit 2) = %00000100
23 = 0x08 = 8 (bit 3) = %00001000

24 = 0x10 = 16 (bit 4) = %00010000
25 = 0x20 = 32 (bit 5) = %00100000
26 = 0x40 = 64 (bit 6) = %01000000
27 = 0x80 = 128 (bit 7) = %10000000

And when we read the number we obviously read the "biggest" value number until the "smallest(unit)" value. 123.
I tried the power-ups you've make, LX5. This is a great addition.
I still have a few problems:
1: Yes, I added 16x16 question blocks for every power-up in LM, but in game, the question blocks are invisible. You can stand on them though and spawn that power-up when hit from below.
2: The tanooki power-up has a black palette. I suppose it's my fault, but how do you set it?
3: When I hit the wall with the ice block,(it came from freezing the enemy) instead of appearing the 4 new breakable ice block, some glitches bottom-left ? blocks have appeared for a short time. Does that mean I have to apply Minor extended sprite patch all by myself?
4: I seem to have a problem with the Cloud power-up. I know it makes Mario summon clouds below by spinning 3 times. Then I gave him a fire flower(any power-up) and turned him back into Cloud Mario. I expected for him not to make clouds, but he still does this 3 times. That's a bad thing, but still good.

Also, you should make a video tutorial for those who are not good enough to insert these using text. Also, an SA-1 version might work.

Edit: Look for 4:
Edit2: I noticed that someone actually made your powerups pack compatible with SMB3 status bar.

--------------------
You can download my VLDC12 entry Here - final update
I'm also under the impression the patch breaks Piranha Plants after patching the "Piranha Fix" patch.
Originally posted by Rykon-V73
Also, an SA-1 version might work.

The latest version is SA-1 compatible. A bunch of patches nowadays do something fancy that allows them to detect SA-1 ROMs and makes adjustments accordingly. That's why there's no SA-1 "version", it's universal.

I haven't tried it myself yet (currently struggling with a few other patches) but I'll get to it eventually. :)
Pages: « 1 2 3 4 5 6 7 8 929 30 »
Forum Index - SMW Hacking - Resource & Tool Releases - Custom Powerups v3.4.2 - Improvements galore part 1

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