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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Sprite creation
  
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Keikonium
Posts: 570/-2459
Okay, anyone still into this? Anyway, I want to create a new sprite command. I was playing YI and there is a level where the screen scrolls left. I would like to get one of these into my game, but still keep all the right scrolling sprites.

And if possible a sprite that scrolls up/down. Maby even one that scrolls both ways depending on the on/off switch position. On= right, Off= left. How do I go about this?
FuSoYa
Posts: 115/255
Originally posted by Keikonium
I relized that the sprites from F0-FF cause a sprite error in LM. Maby this can be disabled to have 10 more extra sprites.


Turning off the "Correct Fatal Errors" option will stop LM from filtering those out of the sprite data.
Keikonium
Posts: 547/-2459
Originally posted by mikeyk

I also thought I share a picture of my second custom sprite. This one was also pretty simple. I think you can all figure out what it does.



OMG I was think of making this last night but never got around to it. It would be so cool to have one

And Im not sure if any of you thought I was making an editor...but Im not I have no clue about C++, VB6 etc etc. I only know some html and javascript.

Mikeyk:

The first sliding koopa you can put in is thru the add sprites window. He is in the 10's numbers. Then if you press Insert (on the keyboard) you can add in some more. Same with the Chargin chuck...but I do see that 9C goes with the HB platform... I might have got some numbers mixed up...

BTW, can you have more sprites than the amount of null sprites accessable by LM? I relized that the sprites from F0-FF cause a sprite error in LM. Maby this can be disabled to have 10 more extra sprites.

Idea: Someone make a sprite (maby object) like the block that has the coin line but make it a vine line. That way you can move mario to contol the vine just like the coins.
Alaric
Posts: 56/72
Very nice, mikeyk!
But have you put that RATS-Tag data to use yet? >.<

Hey Keikonium:
Maybe, in that editor, a place where you can load a ".bin" file of compiled SNES/ASM Code and put it in a custom place using RATS tags. But i'm not making the editor :-P.
mikeyk
Posts: 16/110
I think hhallahh is definitely right about not seeing anything too major for a while.

Keikonium: thanks for the list of null sprites. I was just about to look through and find them, but you saved me a bit of time there. The two sprites you were confused about (which you lised as Sliding Koopa 2: BD and Chargin Chuck 2: 9C) ...it seems to me that BD is the only sliding koopa and 9C it the platform for the hammer bro.

Anyways, here is some more data from my notes... this is all about Rex

0x1984C / $0396B3
rex tile horizontal displacement table
(C entries for facing left, C entries for facing right)

0x19864 / $0396BD
C entries (rex tile vertical displacement table)

0x19870 / $0396C3
C entries (rex tiles)

0x1987C / $0396CB
2 entries (rex walking left info, rex walking right info)
bit 8 flip tiles
bit 7 mirror tiles
bits 2-4 palette
bit 1 gfx page


I also thought I share a picture of my second custom sprite. This one was also pretty simple. I think you can all figure out what it does.
hhallahh
Posts: 315/607
I believe it would be insanely hard to make a sprite from scratch... so don't expect to see Kuribo's shoe, or Bloopers, or Boomerang Brothers, or whatever.... at least not for a long, long time. The best you can hope for is to edit some basic properties of sprites.. Keikonium listed a few, but many of them are sprite-specific as well: How high can winged goombas jump? How long should it take for a lava lotus to release its fireballs? How fast does the Hammer Brother throw his hammers? etc. etc.
Kario
Posts: 505/2082
See, that would be an editor. I was saying dont make an editor where people can just click "Make stomp kill goomba" would be bad. Repetitive.
Keikonium
Posts: 544/-2459
I think that an editor that:

1. lets you select the sprite you want to change
2. Lets you chose its properties (smashable, bounce off with a jump/spin etc)
3. Wether it can be killed with a fireball/cape/something else....
4. What tileset it belongs with
5. Size (1 16z16 square, 2, 3 etc.
6. Level interaction (lava, water, gravity....)
7. Kill hits (3 fireballs to kill, 2 cape twirls etc)
8. Animations (1, 2, 3 etc)
9. Chose the graphics you want to load (dont know how this would be done)
10. Wether its respawning (that little star that makes sprites come from off the screen)
11. Anything else that may be cool to add.

Alos, maby there could be sprites premade that come with it. Like that shoe is SMB3 that everyone likes, the water creature that follows mario and sort of looks like a jelly fish/ snake, Some SMB2 sprites. Like Birdo, those masks, wart etc etc. Even changed SMW enemies. Make a bullet bill shooter that follows amrio and shots bullets at him. And it could jump. Maby even a flying one...

I cant do any of this, nor know if its possible, but if it is think how many more ingenious level designes may come out of it to incorperate the sprites

EDIT:

Just thought of two more things that could be incorperated into a possible editor:

12. A preview window/tab that shows the sprite moving (if animated), and what it will look like in the game.
13. Possibly adding sound effects like when you stomp a shell. Or even changing the sound all ready made ones make.
mikeyk
Posts: 15/110
Whether a sprite editor gets made or not is not a big deal to me. I wouldn't say that it would ruin SMW hacking, simply because I don't think there's enough information yet to make a very powerful editor. Changing a sprite's table entries is only useful if the sprite's code already makes decisions based on that data. If a program was created to easily change the values in the table, in most cases you'd still need to add ASM to see results. If you guys want to go through making an editor, good luck. I think it might be useful as a tool to understand the data better. As for me, I'll continue to post sprite data that I come across in the ROM, and I encourage you to do the same. I know I have tons more info in my notes somewhere, but for now:

The tiles to use for the powerups (mushroom, flower, star, feather, 1up) are at 0x0C809 - 0x0C80D. These are loaded at SNES $01C6D7.

Don't really remember what enemies use this data, but here's what was in my notes...
0x08AF0 - SNES $018BE0 - indexed by sprite number
(The SNES addy is code relating to the table, not the location of the data itself)
bit 1 fast
bit 2 stay on ledge
bit 3 follows mario
bit 4 jumps shell
bit 7 2 tiles high
Squash Monster
Posts: 341/677
That's some bloody great data, good job man.

I was thinking of making an editor out of this too. I guess that makes three of us.

I was thinking of just a simple editor for what's in the tables. What were you guys planning, do you have any more clever features in mind? Wanna team up?

I've got a lot of work already, so if one of you want to do it yourself, I'll gladly back away.
cpubasic13
Posts: 505/1346
Ohhh... that is very cool information.
*saves info*

As for making an editor, that would be cool, although newbies would complain that they can't use it... but that is something you would have to deal with. It doesn't matter on if you can use it or not. All that matters is if you can be creative with it. Just like ExGFX: you make them, they are better. Although people would make the classic Goomba with this, others will make their own very weird and awesome sprites. What about a tank that puts a spike in the ground? Now that would be cool! I am sure it is possible (Eating and Creating blocks do something similar). It would be cool to do this as it is, editor or not. An editor just makes things easier than having to use a hex editor.

*goes and tries to make a sprite now...*
Keikonium
Posts: 536/-2459
I think an enemy editor would be great. Not only because I can't do ASM, but because there would be many more hacks with a new touch. There should be a regestration of some sort so that a certain few would be aloud to use it...but that wouldn't really stop from others distrubiting it.... I have a list of unused sprites also with some interesting ones I found:

Princess: 7C
Iggy's Star Ball: A7
Null Sprites: 53, 69, 88, 36, 12, 85*, EB, EC, F1, F0, EE
Chargin' Chuck 2: 9C
Bowsers Bowling Ball: A1
Fish 2: 17
Sinking Fire Ball: B5
Sliding Koopa 2: BD

* This is the regular red X but it has a small mole pasted overtop of it.

So I figure that any of the Null sprites can be replaced. But 2 sprites that confused me was the sliding koopa and the chuck. I think that the second chuck is the one that you see when the splittin' chuck splits but im not sure. The sliding koopa is just an extra? It would be great for a goomba that you can flatten without replacing the blue koopa
hhallahh
Posts: 314/607
Originally posted by Kario
You could do it for your own use sure, but if everyone had the editor, it would get old and annoying. All these newbies would be all "OMGWTF I CAN STOMP GOOMBA IN MY 1337 HAXX" I think if you want to edit enemies, learn ASM. Its just like ExGFX, it will get used and used, people will start complaining that they are in too many hacks. Enemy editing is awesome, but difficult. Ya know why Fu never released his pipe custom block? Because it was unique to his hack, its something that stands out. If everyone had it in there hack, no one would be amazed at it, it would be common and boring. The same thing will happen with this enemy stuff it becomes too easy, some things should be left hard to do.


If you don't want other people to have a sprite editor, don't make one... but don't tell other people not to make one because it might make your hacks less impressive. ASM knowledge will always allow you to do more than an editor could... so just be content with that. I would love to see lots of hacks with new sprites, and I hope that you're somewhat ashamed that you're only acting in your own self-interest. I mean, by your logic, FuSoYa should've never released Lunar Magic.
Alastor the Stylish
Posts: 2024/7620
Originally posted by Someguy
I hardly post except for afew spruts when I feel in the mood, yet I know Lunar Magic out. I'd know it inside out but the source code is only going to be released whenever hell freezes over most likely This proves that postcount is nothing, and the main reason I don't actually make a hack is lack of inspiration for uniqe ideas combined with lack of graphical tallent.
I must ask how this relates to the topic at hand.
Someguy
Posts: 71/397
I hardly post except for afew spruts when I feel in the mood, yet I know Lunar Magic out. I'd know it inside out but the source code is only going to be released whenever hell freezes over most likely This proves that postcount is nothing, and the main reason I don't actually make a hack is lack of inspiration for uniqe ideas combined with lack of graphical tallent.
knuck
Posts: 674/1818
Originally posted by Kario
KARIOS POST LOL
No.
Maybe if you get rid of the exgfx workshop i'll see a point. Also, who cares to people complaining?
Smallhacker, such a program would be stupid. Post count says nothing.
Smallhacker
Posts: 448/2273
*evil grin* I could always make the program and release it. However, it would require that you enter a registration key. Only members who haven't asked n00b question for the last 8 months and have got at least 300 posts would be allowed to register after getting at least 99% correct on a test on SMW hacking knowledge. *evil laugh*
Kyoufu Kawa
Posts: 613/2481
Originally posted by Smallhacker

...I was accually thinking about doing that (for own use only).
You too eh?
Alastor the Stylish
Posts: 2022/7620
No offense, Kario, but you're wrong. Anyone who says "OMGWTF I CAN STOMP GOOMBA IN MY 1337 HAXX" will get "What the hell is your point? Everyone can do that, you idiot." back in their face. And thusly, the idiots will be easier to weed out, and the people who actually have talent will have yet another resource to make cool stuff with. As for it being overdone, so? SMW hacks in general are overdone, doesn't stop good ones from being made.
Kario
Posts: 504/2082
You could do it for your own use sure, but if everyone had the editor, it would get old and annoying. All these newbies would be all "OMGWTF I CAN STOMP GOOMBA IN MY 1337 HAXX" I think if you want to edit enemies, learn ASM. Its just like ExGFX, it will get used and used, people will start complaining that they are in too many hacks. Enemy editing is awesome, but difficult. Ya know why Fu never released his pipe custom block? Because it was unique to his hack, its something that stands out. If everyone had it in there hack, no one would be amazed at it, it would be common and boring. The same thing will happen with this enemy stuff it becomes too easy, some things should be left hard to do.
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Acmlm's Board - I2 Archive - Super Mario World hacking - Sprite creation


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