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Custom Powerups v3.4.2 - DISCONTINUED

Patch

Bubble Mario looks pretty nice...

However, I afraid that ice flower would be better than bubble flower due to it's higher range, and usefulness of ice block.

Nerfing ice flower (maybe short time-limit for ice balls like original) or....
Buffing bubble flower (maybe shooting downwards on air to bounce Mario up?) will be needed.
Receiving?
I posted this on the c3 thread but I'll post there too, Kuribos shoe would be epic.
Originally posted by Magiluigi
I haven't really thought about how Bubble Mario would work underwater, actually. Any ideas?

It'd be nice if the bubble powerup enhanced Mario's underwater movement - not unlike how the frog and penguin suits do. That would make the bubble flower a bit more attractive to the player. And maybe the bubbles could have more horizontal momentum underwater?
I dunno, I just like the thought of a powerup that really helps you out in underwater stages.
I'd make that a separate powerup though, the bubbles are already pretty strong by themselves.
Your layout has been removed.
An even bigger thing for me would be getting this to work with MarioExGFX. Is 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???
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.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


-------------------------------------------------------------

Originally posted by Skewer
Is 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 Skewer
An 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.

-------------------------------------------------------------

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
I think !starting_slot doesn't work at all.
I set it to $01, and numbered the custom sprites appropriately.
($01, $02, $03...)

However, obtaining Ice flower (which is custom sprite number $01) acts like hammer suit.

Also, Tanooki and Shell Mario crashes in LMSW.
(Just showing that LMSW is a stuff)
Receiving?
That's a nice catch. Redownload.

I forgot to include !starting_slot on item box special, there is the code that handles the "give powerup to player" code.
If !starting_slot is changed, the sprite itembox drop will not be the corresponding custom sprite.
Receiving?
i try update one when i get the tanooki suit why is Mario Headless i'm just asking.
Would you give users options to remap the extended sprites such as hammer, and iceballs to give users to pick which tiles to use?

Also, I think hammer should use customizable graphic routine so some people can place hammer tile in SP1 or SP2. (since those tiles will be used globally)
Receiving?

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by Spk77k
Would you give users options to remap the extended sprites such as hammer, and iceballs to give users to pick which tiles to use?

Also, I think hammer should use customizable graphic routine so some people can place hammer tile in SP1 or SP2. (since those tiles will be used globally)



Those can all be easily edited already, though (to me, at least) the hammer is a little trickier because of the routine used.

Oh, I found it. I realized that ice balls are coded in separate .asm file

Few more bug report:
Shattered ice block pieces moved out from screen will appear from the other side of the screen.
Hammer/Boomerang can kill other enemies after colliding with an enemy.
(Enabling hammer/boomerang to kill multiple enemies also will fix this)

[Edit] listed one more bug, and deleted stupid gooey
Receiving?
Originally posted by LX5
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.

So in theory, if this is done, it should be compatible with MarioExGFX?
Your layout has been removed.
Maybe, I haven't looked into that patch and I do have plans to integrate it on my patch, I'm already messing with Mario GFX, so why not include that patch in this pack?

I also will submit an update when I finish bubble mario and add more defines to remap stuff in SP1/2, I think I can finish bubble mario before next week.
Originally posted by LX5
when I finish bubble mario

☆ռᎥርℯ

Speaking of that, I've never mentioned how he'd work underwater, right? Leod said it should be really simple and even suggested something (with which I agreed). See here. Bubbled enemies would die/turn into coins (depending on which option you chose to code) when they touched the mentioned types of tiles, obviously. Also excuse the lame handwriting.

I may have had a bit too much fun with this

also cursive K's are totally crazy


Not because I'm an ASM mod I'll forget to make progress on this.

----

I have some progress in Bubble Mario, the projectile is almost finished, all that I need to do is adjust its hitbox and fix some weird issues.

This is how the powerup works:
- You can shoot only one bubble and you can't shoot another one if there is a 32x32 bubble with a coin being processed.
- In air the bubble travels almost 2 blocks before poping.
- In water the bubble travels 6 blocks* before poping and rises up almost 2 tiles above Mario.
- Like iceballs, hammers and boomerangs, if you are walking/running and you shoot a bubble, it will travel faster.
- The bubble pops if it collides with a solid block.
- The bubble starts being a 8x8 tile, then it expands to a 16x16, but this happens with a nice transition between.
- Every frame of the bubble has its own hitbox.
- This doesn't use a lot of space on SP1/2, it just uses one tile of 16x16 in SP1, I've made some black magic to do this.
- Due to the black magic that I did, you must wait eight frames to shoot another bubble after it pops.
- The 32x32 bubbles with a coin looks similar to the bubbles in SMW, also they have some issues with the OAM if there are some sprites on the screen. It's recommended to use No more sprite tile limits or Supreme OAM handler to fix this.
- The 32x32 bubbles rises slowly and moves to the left or right slowly too, it depends on the direction of the projectile.
- You can jump off from a 32x32 bubble.
- Mario color is pink.

*=I need to check this, but it has more range in water

Click to see some black magic.
You did a great job, keep it up.
Very very nicely done. The bubble PU is very great. You did great on the coding part of this, it looks very well refined. I'm sure a LOT of people will find this useful.
Hm, so I'm assuming the whole "carriable/shelled enemies change into their 'stunned' state when bubbled" thing couldn't be coded? It's too bad (but understandable) if that's the case :<.
Also, I think the normal bubble shot (read: not underwater) should be 3 blocks/16x16 tiles long while the bubble itself could last a bit longer (say, enough to rise one whole block/16x16 tile). The big bubbles strike me as a bit weird too; when a small bubble turns into a big one, it kinda feels like the latter lacks some sort of inertia (the speed suddenly comes to a halt instead of slowing down quickly and gradually); I also think its rising speed should be faster.
One more thing about the big bubbles: Their animation bothers me because instead of constantly contracting and retracting like the bubble sprites from SMW do, it only contracts and retracts after an interval, which makes it look unnatural and not really... uh, "bubbly".
I think the 16x16 underwater bubbles should last/rise longer (maybe the same ammount the big bubbles do when out of water); in fact, I think both big and small bubbles, when underwater, should last/rise twice as much as they do when out of water.

I think that's all the feedback I can give you, sorry if it sounds like too much, but I really want this power-up to be as fine tuned as possible so as to make it actually feel real, like something you'd actually see in a Mario game. In any case, you're doing a f-a-n-t-a-s-t-i-c job with this and I really appreciate all the great work you're putting into it. Keep it up #smw{:TUP:}.

If you want to listen to more of my nitpicking, just query me on IRC.

Patch