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Custom Powerups v3.4.2 - DISCONTINUED

Patch

Originally posted by DaSpongeBobMan
Please hurry up with the powerups. I'm really impatient.
Patience is a virtue, he's doing all of this for free, meaning you don't pay a cent for this service. You had better be thankful they're even being developed at all. If you do want them faster than he can get them out, I suggest you learn ASM and code them yourself, otherwise, wait.
Originally posted by Skewer
Originally posted by DaSpongeBobMan
Please hurry up with the powerups. I'm really impatient.
Patience is a virtue, he's doing all of this for free, meaning you don't pay a cent for this service. You had better be thankful they're even being developed at all. If you do want them faster than he can get them out, I suggest you learn ASM and code them yourself, otherwise, wait.


I was going to say something similar. I actually face-palmed really hard when DaSpongeBobMan said that.

Thanks again for releasing all of this LX5. I was initially looking for an Ice Mario power-up, but then you introduced SO many other ones! Especially the Bubble Mario and Tiny Mario, I thought those were really creative and custom.

Keep up the good work! #tb{;)}
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Did my best today because tomorrow I'll be unable to work on this and I'm releasing three powerups.

Powerup downloads:
- Ice flower
- Hammer suit
- Boomerang suit

They can be found on the first post too.

Powerups are working great on non SA-1 and SA-1 ROMs.

I also updated the main patch to the version 2.0.2.

And an extra for those people who can't follow steps/are lazy/don't understand my guides, here is a pack with these three powerups added to the main patch, you may still need to tweak some files if you don't like the results.

That last file will be the one that I'll update less frequently because it's bigger and it isn't my priority to update it.

As always, report bugs here or via PM/IRC.
Not a bug but rather a question, how would I change the palette used by the projectiles and ice blocks?
Ergo I want the boomerangs and all ice related things to use pallete b
Thanks a ton LX5, now I can resume work on my hack without fear.

Will you also do the other powerups that were in pre-2.0 versions? Like the Raccoon, Cloud, Bubble and Tiny Marios. No need to rush, you have a life and so do we. I have a huge backlog of games that I want to clear before falling back to working on my hack, too. Just showing my support here. :P
Originally posted by Yoshin
Not a bug but rather a question, how would I change the palette used by the projectiles and ice blocks?
Ergo I want the boomerangs and all ice related things to use pallete b


Go to powerup_files/powerup_defs and open powerup_04, 05 and 06 if using the pack that I posted.

Then change the defines that ends in "_prop", their format is YXPPCCCT, you can find details about that format here.

Originally posted by absentCrowned
Will you also do the other powerups that were in pre-2.0 versions? Like the Raccoon, Cloud, Bubble and Tiny Marios. No need to rush, you have a life and so do we. I have a huge backlog of games that I want to clear before falling back to working on my hack, too. Just showing my support here. :P


Yes, I'll eventually release them.
When I apply this to an SA-1 ROM, Mario has messed up graphics and no collision with layer 1.



That was on SNES9x.

On higan, Mario is invisible and still has no collision.

On ZSNES, it plays normally.
Try using the fixes included in powerup_quick_guide.txt, they're on "4. Gamemode fixes".
Huh, neat. Probably will come back if there are bugs that are not in the .txts.
I was wondering if you had the time to create a propellor cap powerup sprite (Mario suit included) as I thought it would be cool. Pressing y/x would propel Mario into the air, and he would glide down if you held the B button like the cape power. Thanks in advance.

P.S: Just to be clear I'm not demanding this, I just thought it would be a cool feature as I haven't seen it in a hack before.
Once I found some graphics for that powerup that fits into the 16x32 field, I might consider doing it in the future.

For now, porting the old powerups to the newest version of the patch is my main priority.
I really appreciate your work on that revolutionary patch. Thank you a lot for all of your effort on that!

I'm still using the Powerup Pack v1.1 on my hack, I may move to v2.0 when you release all of the previous power-ups from the old package.

Anyways, about some possible new power-ups, I was looking on the old Powertool made by Bio and found some cool power-ups that you may want to release too. The good thing is that the Graphics are already included in that pack, but I don't have any idea if something is compatible with your package.

- Bee Mario (from SMG)
- Chuck Suit - Stomp Kill, and invincible if max running speed
- Crash Suit - Press X to kill everything
- Frog Mario (from SMB3) ; my main want xD
- Superball - I don't have any idea what this does
- Water Mario - If I remember, that powerup makes Mario swim faster
Originally posted by Yan

- Bee Mario (from SMG)
- Chuck Suit - Stomp Kill, and invincible if max running speed
- Crash Suit - Press X to kill everything
- Frog Mario (from SMB3) ; my main want xD
- Superball - I don't have any idea what this does
- Water Mario - If I remember, that powerup makes Mario swim faster


For Bee Mario, Chuck Suit, Water mario: I suggest that you may have to port it yourself...

For Superball (it's from Mario Land 1), Not too bad to port either, You can actually use a Black Shaded Big Mario sprite for it, The problem is the actual way to handle coins.

Frog Mario is the most requested, I wanted it too, but these are the problems preventing it from happening that needs fixed:

-Requires enabling Dynamic Z at least (more than 16x32, needs 32x32?)
-Better GFX, with all SMW poses included
-(Maybe...) Rewritten ASM for Frog mario swimming (original is a frickin' mess and looks like dog chow)
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 could do the GFX for Frog Mario if it's really an issue.
Hmm, I guess the graphics for Frog Mario is already included with the old Powertool, maybe they can be imported from the old to the new one?

Anyways, I would like to report an issue I'm having with the Custom Powerups v1.1. There are some few times I load game and Mario doesn't have any collision with Layer 1, falling to his death. I looked trough the readme file and I patched properly the fixes in gamemode_code of uberASM.

After I installed M7 Game Over, many problems appeared, but I managed to fix these problems with the fixes from readme file.

After that, I installed Better Powerdown (from MFG) and Extended Overworld Level Names. But it seems the Layer 1 collision detection is still an issue. It is really random, sometimes I load the game and the collision works properly, and sometimes there's absolutely no collision with Layer 1!

Here it is how my gamemode code looks like: here.
Quote
After I installed M7 Game Over, many problems appeared, but I managed to fix these problems with the fixes from readme file.


Your code is fine, but you need to modify a few things more. I suggest you to search some FreeRAMs (not needed on 2.0.2) that aren't on the $7E2000 area, but you could download 2.0.2 and copy the FreeRAM addresses that are used when using Dynamic Z or Mode 7 Game Over.

This file contains the suggested FreeRAMs when using Dynamic Z or Mode 7 Game Over.

Quote
Better Powerdown


Try this version of the patch.

Not sure about the Extended OW names patch, doesn't seem like something that could break the collision flags.
I made the changes you suggested, I removed the old powerdown patch, replaced the RAM adresses from my powerup_defs.asm, and applied the modified version of powerdown patch. I also updated the powerup_defs.asm of my uberASM folder.

But it seems that things got even worse, now most levels doesn't have collision, some have wrong collision detections and only few levels have correct collision.

About the Extended Overworld Level Names, I noticed that this patch was installed ages before these things happened, I just repatched it to update some Level Names, so probably it doesn't have anything to do with recent issues.
Did you also reapplied powerup.asm?
Yes, I applied all of these patches after RAM changes: (Powerups v1.1, your modded Powerdown patch, M7 Game Over and uberASM). Hmmm, I guess I'll send some things to you via PM, so you can see by yourself maybe.
Has anybody made a tutorial video for this yet? If so would you be able to link it for me please?

Patch