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Custom powerups on Super Mario World
Is your feature request related to a problem? Please describe.
It's not so much a problem as it is an enhancement vs using L/R for switching between powerups. I want something similar to the NSMB inventory system for storing and switching between powerups as it would fit perfectly with some rom hacks.
Describe the solution you'd like
I love all the new powerups and would like a more 'authentic' way for users to store them and switch between them on the overworld screen.
Describe alternatives you've considered
The current switching using L/R is sufficient and works fine, this is a mere suggestion for use in a rom hack. There is another mod that does this but doesn't work with the powerups and doesn't support SA-1 either. https://www.smwcentral.net/?p=section&a=details&id=10629
Additional context
Thank you for creating this and all the hardwork you put into it. I realize this will probably be low priority as there's more pressing things but I hope you'll consider this feature request.
Like the title says, if a baby Yoshi grows into an adult Yoshi, while the animation plays, Frog Mario will be shown displaced about 16 pixels to the left and down.
I might leave it as it'sright now since Frog Mario isn't able to ride Yoshi in the first place...
The ice block currently uses OAM slots lower than Mario, this generates some priority issues when Mario grabs it and turns around; the block goes behind mario instead of being in front of him.
I have no plans on fixing it myself... yet. Help would be appreciated.
He uses a different image instead of the inflated one. Should be easy to fix.
What the title says. A garbage tile is displayed if Mario gets hurt or is instantly killed instead of not showing the tile at all.
Doesn't happen with other things such as the propeller and the tail.
I don't even know what caused it, it started happening between 3.0.4 and 3.1.0 and GitHub didn't notice any relevant changes in the relevant files that handles Mario's poses and interaction.
It is uncertain why, but sometimes items randomly get another image when spawning another item.
This is the only fault I've found so far in this newer version of the dynamic items, which was present in older versions, including the current public version of the patch (3.1.0).
GIEPY is in a weird limbo where it is stable enough to use it, but it is missing some core routines and features that were released in a not very secure release and it's not official (yet). Its support is highly untested and may cause crashes with certain powerups.
Once a new GIEPY version comes, I'll update the patch and test it carefully to get a definitive code for this.
Apparently something is going on with how the patch handles other items. My guess is that I forgot something in the implementation of being able to recode the behavior of the original items when these are grabbed.
The affected sprites that were reported are:
Let's make the most overpowered powerup even more overpowered.
Giving it a hitbox just at the tip of the penguin suit's peck would be enough to hit enemies in front of Mario. I think it would be more accurate to the original powerup that way. Also let's program an toggable option while we are at it.
Describe the bug
The included palmask files overwrites powerup item's palettes.
To Reproduce
Open any .mw3 file provided.
Expected behavior
Powerup item's palettes not being overwritten
External resources usage
Nothing else besides the stuff pointed in the Installation page was used.
List of stuff needed to be brought from the HTML readme to the Wiki:
I do have plans to do one, but if someone decides to do it, it's okay.
It will come at some point whenever I have more free time and will to continue doing SMW hacking related things.
The argument used there isn't correct, so it may misbehave and won't work correctly.
I've came across with a better way to expand some Mario animations.
What I'm thinking to do to implement it, it's having a table to know how many frames will the animation have and lock it to the current powerup number and then having somewhere a table for each powerup and their animations.
Will look into it in the next weekend.
ASM: https://bin.smwcentral.net/u/4842/expanded_mario_anim_asar.asm
I believe he does that in the original game, so I suppose I could add that at some point. Implement a toggable option would be the best approach I believe.
A newer version of the question blocks was spotted and it'd be nice if I included them. Probably I'll look into it for the v3.3.4 version... or not depends, on my free time.
I don't have access to where it's hosted anymore. If someone is willing to create a GitHub readme with markdown and all of that stuff. Go ahead.
Poison and P-Balloon items will have garbled graphics if !starting_slot isn't 0.
Their interaction on the upper 16px is completely missing.
It's mostly fault of the game than mine.
A proposed fix would be checking for both parts (lower 16px and upper 16px) on the same frame, but the game will take a heavy hit on performance.
As the title says, Html Readme is incomplete.
Only one page is view able, that with the most basic instructions of how to get started.
Information on graphics, included powerups (very important), and the FAQ are nonexistant, as are the advanced topics.
So whenever I hit the question block, Yoshi will pop-up, along with the power-up and after I hit another item, A Green version of said powerup will appear out of a yoshi egg.
The less slots they use up, the better.
The sprites part can be done via Extra Bytes and would require reprogramming some parts of the item box and item gfx engines.
The blocks could be condensed in a single asm file quite easily, making the insertion process less painful at the cost of descriptions I guess. This one is quite tricky.
Mode 7 bosses (and some other bosses) always have been a mess in SMW. I have no plans on fixing them. There are some issues I've noticed so far:
Anyone is free to fix them.
Sometimes they just don't upload their graphics. I have no idea why.
There are 0xC08 bytes not being cleaned after reinserting the patch. My guess goes to powerup_items.bin since it actually fits said space.
Further testing in FoI2, I noticed that they just sink without rising. At least the bigger blocks.
Ice blocks water physics aren't working if sprite buoyancy is enabled.
The water splash effect appears 16px above of where it should spawn.
Probably making it dependant on each powerup like the walking frames and other stuff would work.
Something inside the (bad) SMW routine is messing with Mini Mario's hitboxes. My guess is the original SMW hitbox detection routine.
Probably doing some hardcoded stuff would be enough... but I need to be smarter than that.
A few things about the patch are super messy and I think a general cleaning of said things would improve the overall experience when it comes to edit this patch.
Some planned changes:
This could be a good change for a potential v3.4.0 release since it would rearrange a bunch of things and most likely need to be ported to a new rom and deleting the old files.
Probably I'll put the patch inside instead of providing information about how to add new powerups or a premade patch.
Sounds easier to handle.
For some reason, the routines that spawns the score and extended sprites when defeating an sprite with the attack, doesn't appear correctly at the given position. Only happens on SA-1, LoROM is intact.
List so far:
There are a few missing videos showcasing the powerup there, if someone can provide them I'd appreciate it.
In SA-1 (not noticeable in non SA-1 ROMs for some reason?), while walking through a red path in the Overworld to go to another map, the lower two tiles of Mario's graphics gets overwritten and his palette (colors 0x86-0x8F) replaced as well.
Implementing what I did here should fix these issues: https://www.smwcentral.net/?p=section&a=details&id=21020
When going out of water, Mario appears as if he were ducking (which internally is).
When shooting an iceball in midair, the animation for shooting an iceball underwater plays instead.
"when you duck with tanooki, mario's entire sprite shifts down one pixel"
Sometimes I wonder if he needs to ride Yoshi... anyway, that's an easy fix and will be toggleable.
Some powerups needs a few blocks to help hackers to set up nice situations specific to certain powerups.
Including and programming them is easy, but it's low priority for now.
Cloud Mario is missing a check to see if he's supposed to spawn a cloud or not.
This one is easy to fix.
The patch ATES ROM at this moment, implementing compressed graphics (probably via Lunar Magic for user friendlyness+++) is very needed at this point.
Freeing up $7F0000 and $7F4000 (patches available at SMWC) would give a 32KiB RAM buffer to place the player graphics and some areas of $7E2000 would be used for smaller .bin files decompressed (powerup items, 5th tile stuff).
In SA-1, it just needs to run in SNES CPU to handle everything. Alternatively, we could use the general purpose buffer at $410000, but that's already "reserved" for other stuff.
It will be fun to implement and would require some rewriting of core patches, but it will be rewarding for sure.
Following a boomerang long enough may end up in the user seeing the boomerang suddenly changing direction at full speed and recreating the movement again.
It also randomly happens on recently spawned boomerangs.
It'd be wise to not be able to spawn any invalid sprite to avoid crashes and other related things.
A simple limit would be enough.
Use Ice Flower/Penguin Suit in FoI2 and froze anything. It will ignore ceilings.
Sprites that DMA their graphics to SP1 aren't showing correctly (Yoshi, Podoboo).
Probably it's caused by a bug in dma_engine.asm
I forgot to include more things there lol
If a koopa stops an ice block, it will glitch the ice block with several side effects. It may change its size and some other features.
Probably not gonna bother with this one... maybe later.
Mario's bottom left tile disappears during fade outs (intro screen and start+select exit).
NMSTL doesn't fix this issue.
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