Update time!
Download:
http://bin.smwcentral.net/u/12344/powerup_pack.zip
This time I'm here with some fixes and changes.
Fixed bugs:
[ASM] The raccoon & tanooki suit doesn't display the tail while climbing.
[ASM] The raccoon & tanooki suit doesn't display the extra 8x8 tile.
[ASM] Shell mario sometimes instantly dies when he tries to crouch while running on wall using purple triangle.
[ASM] When shell mario use his ability when p switch is on, it changes into star music.
[ASM?] Shell mario using ballon shows some graphic junk.
[ASM] Shell mario can carry objects, climb, take balloon, and ride yoshi while he is in his shell.
[ASM] When mario gets mushroom while having powerups(including fire, and cape) mushroom will not store into item box. (remains empty)
[ASM] I don't know if it still happening, but when I patch extended_sprites.asm alone, it just crash. Patching powerup.asm fix this.
This doesn't happen anymore, don't know why was happen on first place and don't know why it doesn't happen anymore.
[ASM] (Not listed) Fixed a bug where the projectiles doesn't work with sprites behind layer 1.
Changes:
- Added separate Luigi graphics support (there are included two luigi graphics), but I need to do Luigi palettes, currently he uses his default palette for everything.
- Nerfed the iceball, now it disappears after bouncing one time, like in the original NSMBWii, I made this with a bit of help of MarioE patch.
- Shell Mario
can use the P Balloon, but when he gets it, his "inside shell" flag is reseted.
- Sometimes there were some
random Boos in the overworld, now it's fixed.
- When Mario is inside of the shell, he can interact with some sprites in different ways.
Code;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Mario touchs the sprite when he inside of the shell.
;; Table details:
;; 00 = run no contact code on sprites (CLC : RTS)
;; 01 = run original contact code on sprites (SEC : RTS)
;; 02 = RUN original contact code on sprite if mario is on top of the sprite,
;; but flips mario direction if there is contact on the side of the sprite.
;; To do: make the shell mario trigger flying question blocks and message boxes.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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Originally posted by SkewerIs there a way to keep the power-ups from loading a new graphics file and just have all the appropriate graphics in GFX32, and simply remap the powered states' tilemaps???
Yes. Edit the tables at $E00C and $E0CC and expand TileAltTable, TileAltIndexUpper and TileAltIndexLower with your own tilemaps (those labels are located in powerup_data.asm)
This
diagram and this
wiki page should help.
I have plans to compress all of the graphic files because right now they use an exaggerated amount of free space, for example: raccoon and tanooki mario doesn't use the small mario frames and some of the big mario frames I can merge both GFX files to save space, same applies to hammer/boomerang mario and shell mario. I'll do that after I don't see any other bug (and write with more details how to do it by yourself). Luigi will get the same process once I get the correct graphic files for him.
Originally posted by SkewerAn even bigger thing for me would be getting this to work with MarioExGFX.
This sounds like a cool feature, soon I'll add a RAM that bypass the normal Mario/Luigi GFX routine and that RAM address should contain the index of the graphic file and tilemap to use. Thanks for the idea.
@Bubble powerup
It seems that many people likes that idea, so I think I will do that powerup.
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In an unrelated note, I was playing vanilla SMW with my powerups and I found some bugs (they aren't fixed in this version of the patch) that made me laugh.
Video:
http://youtu.be/Ygc7NPX1J68