Basically a tool to add powerups, which use signifant recoding of the game to remove the powerups limitation and improve the way powerups work
download link
How to use:
First, extract the file from the .zip, if you use the default mario GFX, you can overwrite GFX32 with the one in the .zip, this is because I have moved the Mario extension in GFX00 to GFX32, the ExGFX files are used by the powerups that come with the tool, you can change the file used in the tool itself. the sprite and block will be explained later. Make sure the tool is in a folder that include xkas
after this is done, open the tool and choose your ROM file to get the main window
the checkboxes are self-explanatory
the act-like setting is how the item linked to that powerup will act like(more on this later)
the pallete is the pallete of said item
the tilemap,ASM, item and animation is the location of the related files
pallete can either be a pointer to a location in the ROM or a file location
the Mario and luigi GFX is the number of the GFX file used for the powerup
the edit button near the tilemap open the tilemap editor:
(Click on the image for full size).
The tilemap editor show the content of the GFX file (with the correct pallete) used by the current powerup at the left part of the screen, hovering with the mouse over a particular tile will show the tile number, and the two windows show a preview of the frame that is edited(the right one when mario is facing right and the left one for when he is facing left).You can also freely add free (to a maximum of $FF)
The powerup items
another thing changed is how powerups(the mushroom flower and cape) item work, I did this to simplify things and keep the item box compatible, the change are as follow
1. every powerup is linked to an item, graphic for the item are loaded from the file in the powerup 'item' section
2. the graphics will be used when the powerup is in the item box, it will also be used by the generic powerup sprite
3. the sprite is made to be generated by the block, when hit the block will give a mushroom if Mario is small, but if he is big, it will give the item linked to the powerup equivalent to the lower byte of the map16 number. I suggest you make a map16 page like this:
4. make sure you set the custom sprite number of the generic powerup in the block file
5. the powerup item linked to small mario is the poison mushroom, it will act like expected
Credits:
Smallhacker: I stole the frame description from his tool
andy_k_250: Support and help with hammer suit Mario
Ersanio: stole code from his blog for hammer suit mario
know bugs:
the cape don't appear in the window when on the OW
the generic powerup item will act like flower when set to act like cape(I have yet to make the act like cape to work correctly)
the last frame of the animation sometime is bugged
Issue I won't fix:
Only 3 powerups items can appear on-screen(this is because they are dynamics)
animation will alway occur when the powerup state change( a necessary evil, since graphics are decompressed during the animation)
Current custom Powerups:
Crash Mario: press X to kill all enemy on-screen, revert to super Mario after being used(I should do a better animation for it)
Raccon Mario: same as SMB3
Wave Mario: shoot yellow ball that go throught walls(based on Metroid)
Hammer suit Mario: same as SMB3, will kill most "undefeatable" ennemies
Hammer Mario: same as the hammer abillity from the kirby serie(really)
Chuck Mario: invicible when running at max speed, kill most enemies by stomping them
Frog Mario: same as SMB3
Water Mario: act like frog underwater, and normal otherwise, but it use slippery physic
SuperBall Mario: same as SML, bit it can't collect coins
Mod edit: Nuked massive table stretch.
download link
How to use:
First, extract the file from the .zip, if you use the default mario GFX, you can overwrite GFX32 with the one in the .zip, this is because I have moved the Mario extension in GFX00 to GFX32, the ExGFX files are used by the powerups that come with the tool, you can change the file used in the tool itself. the sprite and block will be explained later. Make sure the tool is in a folder that include xkas
after this is done, open the tool and choose your ROM file to get the main window
the checkboxes are self-explanatory
the act-like setting is how the item linked to that powerup will act like(more on this later)
the pallete is the pallete of said item
the tilemap,ASM, item and animation is the location of the related files
pallete can either be a pointer to a location in the ROM or a file location
the Mario and luigi GFX is the number of the GFX file used for the powerup
the edit button near the tilemap open the tilemap editor:
(Click on the image for full size).
The tilemap editor show the content of the GFX file (with the correct pallete) used by the current powerup at the left part of the screen, hovering with the mouse over a particular tile will show the tile number, and the two windows show a preview of the frame that is edited(the right one when mario is facing right and the left one for when he is facing left).You can also freely add free (to a maximum of $FF)
The powerup items
another thing changed is how powerups(the mushroom flower and cape) item work, I did this to simplify things and keep the item box compatible, the change are as follow
1. every powerup is linked to an item, graphic for the item are loaded from the file in the powerup 'item' section
2. the graphics will be used when the powerup is in the item box, it will also be used by the generic powerup sprite
3. the sprite is made to be generated by the block, when hit the block will give a mushroom if Mario is small, but if he is big, it will give the item linked to the powerup equivalent to the lower byte of the map16 number. I suggest you make a map16 page like this:
4. make sure you set the custom sprite number of the generic powerup in the block file
5. the powerup item linked to small mario is the poison mushroom, it will act like expected
Credits:
Smallhacker: I stole the frame description from his tool
andy_k_250: Support and help with hammer suit Mario
Ersanio: stole code from his blog for hammer suit mario
know bugs:
the cape don't appear in the window when on the OW
the generic powerup item will act like flower when set to act like cape(I have yet to make the act like cape to work correctly)
the last frame of the animation sometime is bugged
Issue I won't fix:
Only 3 powerups items can appear on-screen(this is because they are dynamics)
animation will alway occur when the powerup state change( a necessary evil, since graphics are decompressed during the animation)
Current custom Powerups:
Crash Mario: press X to kill all enemy on-screen, revert to super Mario after being used(I should do a better animation for it)
Raccon Mario: same as SMB3
Wave Mario: shoot yellow ball that go throught walls(based on Metroid)
Hammer suit Mario: same as SMB3, will kill most "undefeatable" ennemies
Hammer Mario: same as the hammer abillity from the kirby serie(really)
Chuck Mario: invicible when running at max speed, kill most enemies by stomping them
Frog Mario: same as SMB3
Water Mario: act like frog underwater, and normal otherwise, but it use slippery physic
SuperBall Mario: same as SML, bit it can't collect coins
Mod edit: Nuked massive table stretch.