11 March 2016 - Forum Rules
Started by pocket, January 10, 2020, 09:11:21 PM
Quote from: MathUser2929 on January 11, 2020, 10:00:14 AMI don't mind you using my ground tiles. But if you go to the cutting room floor they found actual reimagined smb1 tiles. You should use those. I don't really hack anymore so I never updated my hack.
Quote from: pleasejust on January 13, 2020, 06:20:19 AMis there any other gameplay difference?
Quote from: MandatoryPixel on January 13, 2020, 12:51:02 AMThis is a cool idea! It's looking good so far! I especially like Wart's new look - the tweaks give him a lot more personality. If I can make a quick suggestion, maybe you could add some comparison images between your sprites and the originals to the opening post? It'd make it easy to see the differences at a glance.
Quote from: pleasejust on January 13, 2020, 06:20:19 AMThis is really cool actually. I like it. So.. I remember SMB1 in All-Stars having messed up brick hit detection or something and I noticed you have a brick fix. I didn't even know there was a hack for it, that's great. Is that the only issue between original SMB1 and all-stars version? Or is there any other gameplay difference?
Quote from: pleasejust on January 13, 2020, 04:21:27 PMLemmy koopa's ball is supposed to be yellow with blue stars
Quote from: pocket on January 10, 2020, 09:11:21 PMEDIT: The first post is under construction as I organize what I've done up to this point. So if you see me repeating myself or stuff in the wrong spot, that's why.I'm extremely new to romhacking and my skillset is pretty limited, reading a lot of the technical stuff makes my brains feel like mush, but I still want to get into it. I started by making my idealized version of Super Mario World with a few tweaks here and there with some new music and graphics but I kept it mostly to myself, I started a few other projects but they didn't go very far due to my lack of ASM knowledge. But recently I took a look at Super Mario All-Stars. The goal was originally just to flip Mario's overall and shirt colors in SMB2, since it always bothered me that it was red on the box-art but not in-game. But then I decided I could do a lot more. So my aim is to make a version of Super Mario All-Stars with sprites that are a lot more faithful to the characters official artwork. Some sprites got translated from the NES a little to faithfully to the SNES when the devs had the chance to really fancy it up, seems like a missed opportunity. So that's what I'm trying to do.
Quote from: niuus on January 14, 2020, 12:00:58 AMI am already loving your work. Would you make it work with both All-Stars editions? This way it could be hopefully combined with existing projects like Super Mario All-Stars+Super Mario World Redux, which improves things on the Super Mario World game.https://www.romhacking.net/hacks/2778/
Quote from: pocket on January 10, 2020, 09:11:21 PMTriclyde, lamentably, had no red in his pallet. I don't know how to feel about the orange. Side note, if anyone who knows how to alter a character's pallet would like to help, red Triclyde is my top priority.
for viewing the graphics:-------------------------view > codec > 4bpp planar, compositeview > mode > 1-dimensionalfor viewing the palettes:-------------------------view > codec > 15bpp BGRview > mode > 2-dimensional
Quote from: DarkSamus993 on January 14, 2020, 09:11:11 AM(Step #1) To find the palette in the rom, use a debugging emulator with a palette viewer (I use bsnes-plus).(1) Go to tools > debugger and from there open S-PPU > tile viewer and palette viewer. (2) Use the tile viewer to find the correct loaded palette and then use the palette viewer to get the raw color values to search for in the rom (a string of 4 values is usually enough to get a match). The SNES is little-endian so flip the values obtained from the palette viewer (ex: 0x2521, 0x39C4, 0x4E69, 0x630E = [2125 C439 694E 0E63]).(3) Open tools > memory editor and switch it to cartridge rom. Click the binoculars and input the values from the previous step. The bytes highlighted in blue show the triclyde palette was read from 0xA38FC (world 2 boss). Clicking the forward arrow (next the the binoculars) gets one more match. At 0xA397C there is a copy of the triclyde palette (world 6 boss).(Step #2) Now that we know where the palette is stored in the rom, we can edit it. I like to use Tile Molester for this.(1) First open your rom and change the codec settings:Code Select Expandfor viewing the graphics:-------------------------view > codec > 4bpp planar, compositeview > mode > 1-dimensionalfor viewing the palettes:-------------------------view > codec > 15bpp BGRview > mode > 2-dimensionalThe canvas width can be adjust with shift+left/right and the height with shift+up/down.(2) The triclyde graphics are stored at 0xBD800, so hit ctrl+G to quickly go there.(3) To load the palette, go to palette > import from > this file. For the offset put 0xA38FC (without the '0x' prefix) and for the size put the number of colors in the palette (16), then hit ok.(Step #3) Now it's time to actually edit the palette.(1) At the bottom you'll see the currently loaded palette. Simply double-click a color to edit it.(2) When done, click file > save as > your edited rom file.(Step #4) All done!
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