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Separating Fire Mario's GFX...

...I'd hate to make this sound like an "is this possible" thread, but I've been wondering if anyone has a method to separate Fire Mario's GFX from Super Mario's...Or at least some alternative that can give that appearance, like swapping the tilemaps assigned to power-ups.
There is only "ONE" mario gfx in smw and inside the allgfx.bin.
Whatever Mario GFX you use will hold all of mario's moves, jump,fly cape slam and Fireball.

I'm sorry to say all thatm but all you have is mario himself with his or modified powers you give him.




Originally posted by MikeFuryXP
There is only "ONE" mario gfx in smw and inside the allgfx.bin.
Whatever Mario GFX you use will hold all of mario's moves, jump,fly cape slam and Fireball.

I'm sorry to say all thatm but all you have is mario himself with his or modified powers you give him.


Not true. Look at Stranded (Not submitted to SMWC.) The Fire mario was different to the normal mario. I think you need to do some Hex editing, but i'm not quite sure.
Currently doing ExGFX Requests, please send me a PM, and i'll TRY to do what you want.
...You can also use the SMW Player Tilemap Editor made by Smallhacker. You will have to sacrifice tiles from other Mario forms though, since GFX32.bin isn't really that big.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
First you need to know that there're 3 graphics for mario: 1 for little maario, 1 for big and fire mario, and 1 for cape mario
( that you can change with SMW Player Tilemap Editor ):

So i have some simple solution:

1 - Use the cape mario graphic for the fire mario ( serch on the rom map ), but you can't change cape mario.

2 - Or don't use little mario so you can have different graphic for big mario, fire mario and cape mario.
Just throwing this out there.

You know the number displays on the status bar and whatnot? There are actually only 5 tiles for them, 0 & 1, 2 & 3, 4 & 5, 6 & 7, 8 & 9, share tiles. Different palletes display them properly. Maybe you can work out something fancy with the palletes to do the same for this? You'd have to cut down on colors, maybe to 10 or so, but it's doable. You can use YY-CHR and have the two palletes loaded so you can swap between them and check if it's working out.

But if you can't change a palette color to transparent, this theory goes out the window.
Its totally doable, but it will take some asm knowledge. Basically, you can store two different versions of gfx32 decompressed in the rom and set up a dma transfer that will load one or the other based on mario's powerup status.


Feel free to PM me if you have any questions.