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Powertool, now with more GUI and complete-ness

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.
*squeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee*

This is amazing that it's actually being released, must download now. Thank you for never giving up Bio and all your hard work finally coming to fruitation :D
I wonder what a HFD opcode would do in ASM...
eeeeeeeeeeeeeeeeee

finally i dont have to deal with haxing into smw's player tilemapping anymore

thanks!
YES! FINALLY!! THANK YOU SO MUCH BIO! :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.


But seriously, an awesome tool you have, thank you very much!
Whoa...well, this was a pleasant surprise! This could be fairly revolutionary to SMW hacking. Let's see how long it takes before somebody makes more custom powerups from other Mario games (such as the tanuki suit, bunny ears, golden firepower, squirrel suit, mini mushroom, P-wing, etc.). I do have one complaint, though, which is that the tool doesn't seem to load .sfc files and presumably won't work with unheadered ROMs either. It also would make more sense to have the SMB3 powerups first (raccoon = 4, hammer = 5, frog = 6), but that shouldn't be too hard to change on one's own. Also, the frog powerup seems to use the wrong GFX file by default; it's listed as 32 when it should be 105. Again, though, easy enough to fix.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I changed them to 32 when testing something and I forgot to change them back, powerups were ordered as I finished, wich I agree don't look good at all. I will reorder them and allow sfc file to be used.

I don't see why I should support headerless ROMs since LM don't, but if you guys think it's important, I will try to do it.
Dude, thanks for the birthday present!
There is Header Magic, though (available here; the main link here seems to only have version 01 for some reason), and almost every other tool has an alternative for unheadered ROMs.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Amazing work :D
1 question, whats the tool used to extract a single palette?
Making graphics for some of the powerups and new a new palette you see ^^'
It...It's beautiful.

I've been following your work on this for a couple of years now. I love the fact that you're not just giving us a patch with your toys, you're giving us the whole darn toybox as well. I can't wait to get my hands on some of those powerups.

Magnificent work, Bio.
Question:
With the GFX00 pieces you moved, are they dynamically loaded elsewhere? For example, in the space to the right of the Nintendo Presents?

EDIT: Also, could the hammers be remapped to the left of the mushroom and the current powerup be loaded to the right of the star? That way the old Hammer space could be used for Mr. Bouncy or something.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Here's a suggestion for the next version, in the tilemap editor, there should be a square or grid indicating where the interaction box of Mario is located. This is to make sure you align things properly in accordance to the hit box.

Other than that, so far so good.
I wonder what a HFD opcode would do in ASM...
Originally posted by Wiimeiser
Question:
With the GFX00 pieces you moved, are they dynamically loaded elsewhere? For example, in the space to the right of the Nintendo Presents?

EDIT: Also, could the hammers be remapped to the left of the mushroom and the current powerup be loaded to the right of the star? That way the old Hammer space could be used for Mr. Bouncy or something.

they are loaded where the Mario extension are normally, the extra 16x16 tile is also loaded pver some of the extension tiles(since doing so save space). I'm not sure what do you mean by the hammers, if you mean hammer suit Mario, his hammer are also loaded over the 8x8 tile area of GFX00.

Originally posted by TLMB
Here's a suggestion for the next version, in the tilemap editor, there should be a square or grid indicating where the interaction box of Mario is located. This is to make sure you align things properly in accordance to the hit box.

Other than that, so far so good.


Good idea, I will probably do that

Originally posted by iRhyiku
Amazing work :D
1 question, whats the tool used to extract a single palette?
Making graphics for some of the powerups and new a new palette you see ^^'

I used this to edit the palette file: link


It's beautiful! That's an amazing surprise you got there, Bio! :D
Windowless ride, feeling alive
Are you alive or just breathing?
This is cool. I did find 2 things:
When Mario turns big, a random tile appears above him for a split second. Same thing when hurt, except it appears at the bottom.
Thanks for the link :D

This is what im doing:


Makes sense to SMB3fy them to me, and im bored right now, so why not.

Gonna edit them so they have the perfect walking frames for example too :D (gonna have to get rid of some castle destruction sequences for that bar hammer)
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY
I'll try this right now. :) Thank you for the tool.
Awesome.
* ErikAlay uses Hammer Mario
Very cool, Bio! I've gotten it to work right for the most part, but I did come across a few issues:


Water Mario's tilemap becomes glitched when in water.


Mario's graphics briefly become glitched when becoming either Frog Mario or Chuck Mario.


Two to three of each sprite can spawn from time to time rather than just one.