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05-01-24 10:36 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Sprite Tool, public test release
  
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lwares
Posts: 5/5
Originally posted by C:/xkas bio.asm
try reinserting the graphic, since the ASM hack sometime instal at area where GFX , level or OW data are


Ok, I've tryed it but when I load my current save data I still get the same effects.

Although, I discovered that I had completed the Special World which changes the overworld palette (as you may already know) which has the glitchy GFX in some places.

So, I started a new game with the standard Overworld palette and there were no glitches in the Overworld map. I'll need to double check the places on the overworld editor where there are blips where the levels are or should be.

Keeping with the focus of custom sprites before I started telling you my problems I requested the giant red & green koopa as well as this:


Also, I have seen some decent custom sprites in several hacks which are not on SMW Central and on this forum. Would it be possible to post a link to these please?

By the Way, I have had trouble sorting out Bowser's SMB custom Palette (which I have included a SMB hammer which he uses in later fortresses) is there any way of sorting this out for me please?
HyperHacker
Posts: 5072/5072
Originally posted by lwares
http:\\uk.geocities.com\lwares2004\SMW_Hacking\gfxerror1.jpg
http:\\uk.geocities.com\lwares2004\SMW_Hacking\gfxerror2.jpg
http:\\uk.geocities.com\lwares2004\SMW_Hacking\gfxerror3.jpg
http:\\uk.geocities.com\lwares2004\SMW_Hacking\gfxerror4.jpg


FYI, URLs use / not \. I was wondering why opening the link was sending me to a Google search for "http".
C:/xkas bio.asm
Posts: 1209/1209
try reinserting the graphic, since the ASM hack sometime instal at area where GFX , level or OW data are
lwares
Posts: 3/5
Well i used a patch can't remember what one i used then when i reloaded lunar magic and tested the game I found what you see.

It could have something to do with applying a few too many patches.

I think these are the patches I have applyed:

SMB. 3 Music Patch
SMB. Music Patch
Power Down Patch (cape\raccoon\fire mario > regular mario > small mario)
Breakable Bricks Patch
Raccoon Mario Patch
Raccoon Mario Float Timer Fix Patch
Classic Fireball Patch
SMAS Stomp Sound Patch
Time Up Fix Patch (doesn't display "Time Up" on non-timed levels)

Technically, that's a lot of patches so I have no idea how it happened though!

Any ideas how to sort this out? If there isn't a way then I guess I could start over and keep the ExGFX and AllGFX Files.

Ribo Zurai
Posts: 15/15
Wow! tīs glitchy!!! How it happened? It donīt change just the levelīs graphics? How the overworld get so glitchy?
lwares
Posts: 2/5
Any chance of a Red & Green Giant Koopa?

Also, I have seen some decent custom sprites in several hacks which are not on SMW Central and on this forum. Would it be possible to post a link to these please?

By the Way, I have had trouble sorting out Bowser's SMB custom Palette (which I have included a SMB hammer which he uses in later fortresses) is there any way of sorting this out for me please?

I forgot to mention, how to you sort out GFX errors which are not visable on the Overworld Map editor but are visable when an emulator is run (e.g. ZSNES)?

There are some screenshots to prove my point!
Note that the levels in some of the screenshots can be accessed!

**Highlighted Areas are in Red**

http:\\uk.geocities.com\lwares2004\SMW_Hacking\gfxerror1.jpg
http:\\uk.geocities.com\lwares2004\SMW_Hacking\gfxerror2.jpg
http:\\uk.geocities.com\lwares2004\SMW_Hacking\gfxerror3.jpg
http:\\uk.geocities.com\lwares2004\SMW_Hacking\gfxerror4.jpg

I have problems with sections on Chocolate Island 2 which comes up with GFX errors which I haven't touched

http:\\uk.geocities.com\lwares2004\SMW_Hacking\gfxerror5.jpg

Many thanks...
Ribo Zurai
Posts: 13/15
Well... Iīm in another problem: the ExGfx... I have used they from the smwcentral.com, and I tryied to put the ExGfx of the Big Piranha/Goomba/Spiny and the Bros. But they just look like garbage! Even when I inserted in the right places! All bros need of the Exgfx 103 in the sp4, and they look very glitchy.
Knight of Time
Posts: 69/69
Originally posted by Ribo Zurai
Thanks so much! So, I will use ALL sprites in the spites tool. But, where can I find lots and lots of new sprites? Like that sparky ball of SMB2?


Again, you're welcome.

To find more sprites, look around this topic, you can find some that aren't included with the current version of Sprite Tool. A second option is, you can also go to SMWCentral (there's a topic here with a link to the page), and you can find custom sprites there as well. As for the Sparkys from SMB2, I don't think there is a custom sprite for them (I could be wrong), but if there was, they'd probably have to hurt even if spin jumped on. That way, they won't be exactly the same as Lil' Sparky and Hothead enemies, which can be spin jumped on, BTW.
Ribo Zurai
Posts: 9/15
Thanks so much! So, I will use ALL sprites in the spites tool. But, where can I find lots and lots of new sprites? Like that sparky ball of SMB2?
Knight of Time
Posts: 68/69
Originally posted by Ribo Zurai
Thanks! I will try now.

EDIT: WORKED!!!!! Thank you!! Just a question, if I donīt put that extra info, I can put the old sprites? Example: Sprite X >>> Y. I can put sprite X again?


You're welcome. That's one of the things I'm here for, helping others whenever I can.

I don't think I can fully understand your question, but I'll do my best to answer it anyway.

If you don't put in the extra info, you can't insert a custom sprite into a level of yours, you'd just end up inserting a regular sprite. And incase you're wondering, yes, you can have both a regular sprite and whatever custom sprite you may have whose command matches the regular sprite (for instance, you can have both a green shell-less Koopa Troopa, which uses command 00 in hex, and a Beezo, which also uses command 00, in the same level).
Ribo Zurai
Posts: 8/15
Thanks! I will try now.

EDIT: WORKED!!!!! Thank you!! Just a question, if I donīt put that extra info, I can put the old sprites? Example: Sprite X >>> Y. I can put sprite X again?
Knight of Time
Posts: 67/69
Originally posted by Ribo Zurai
Originally posted by 16BT
Originally posted by Ribo Zurai
I having problem with the Spritetool... When the insert ends, and the message saying "Sprites inserted sucefully", the sprites insīt inserted! When I saw on the guide the sprites donīt appear on LM, them, I inserted the ExGfx, inserted sprites, and started the game. But I just saw the origirnal sprites "disfarced" of pure rubbish! What I doing of wrong?

You have to insert the sprites manually, and put 2 or 3 in the extra info box.


I donīt understand.
How manually? And witch extra info box you is speaking?


Under the Edit command in the top left corner of Lunar Magic, you have to click Insert Manual. Now, before you do actually click on the Insert Manual option under the Edit command, you must be in sprite editing mode (just click the green shell near the top left corner). From there, go into the Extra Info box (it's the one in the bottom right corner), and that's where you put the 2 or 3 to indicate a sprite you're using is a custom sprite.
Ribo Zurai
Posts: 7/15
Originally posted by 16BT
Originally posted by Ribo Zurai
I having problem with the Spritetool... When the insert ends, and the message saying "Sprites inserted sucefully", the sprites insīt inserted! When I saw on the guide the sprites donīt appear on LM, them, I inserted the ExGfx, inserted sprites, and started the game. But I just saw the origirnal sprites "disfarced" of pure rubbish! What I doing of wrong?

You have to insert the sprites manually, and put 2 or 3 in the extra info box.


I donīt understand.
How manually? And witch extra info box you is speaking?
Davros
Posts: 309/310
All you need to do is change the tilemaps and graphics of the sprites.

For example, this is the tilemap of the Sledge Brother on SP4:

dcb $A6,$A9,$E0,$E1,$A6,$A9,$E3,$E4,$A6,$A7,$E0,$E1,$A6,$A7,$E3,$E4
dcb $A6,$A9,$E0,$E1,$A6,$A9,$E3,$E4,$A6,$A7,$E0,$E1,$A6,$A7,$E3,$E4

To use the tilemaps on SP3 change it's values to:

dcb $26,$29,$40,$41,$20,$23,$43,$44,$20,$27,$40,$41,$26,$27,$43,$44
dcb $26,$29,$40,$41,$20,$23,$43,$44,$20,$27,$40,$41,$26,$27,$43,$44

The graphics must be placed in SP3.
Knight of Time
Posts: 66/69
Nice new sprites you got there, Davros.

Anyway, I have an important question I need to ask.

How do you change what index (SP1, SP2, SP3, SP4) a custom sprite uses?

Reason I'm asking, is that I'm working on a brand new level (a cave type level with green acid that acts like lava, and Blarggs recoloured through ExGFX to be the same colour as the acid), and I found that the tilemap for the Sledge Brother custom sprite, which is one I plan to use at least once in this level, conflicts with the tilemap of the Blargg enemy. Normally, I'd overwrite tiles of other enemies that can go along with Blarrgs (e.g. Buzzy Beetles, Swoopers, Spike Tops), but since I may want to use those enemies as well in the level I'm working on, I was hoping I could have the Sledge Brothers be under SP3 instead of SP4. Would this kind of change be possible?

Thanks in advance.
Davros
Posts: 308/310
I can finally show you the reason for my inactivity:



Normal and Upsidedown Giant Piranha Plants

The green ones behave normally while the red ones ignore Mario even if he's near or over the sprite. There are also hdma versions of the sprite.

Sideways Giant Piranha Plants

Same as the sprites above but horizontally.

Cannonball

Has a cannonball that goes horizontally and another that bounces on the ground.
16BT
Posts: 10/10
Originally posted by Ribo Zurai
I having problem with the Spritetool... When the insert ends, and the message saying "Sprites inserted sucefully", the sprites insīt inserted! When I saw on the guide the sprites donīt appear on LM, them, I inserted the ExGfx, inserted sprites, and started the game. But I just saw the origirnal sprites "disfarced" of pure rubbish! What I doing of wrong?

You have to insert the sprites manually, and put 2 or 3 in the extra info box.
Ribo Zurai
Posts: 5/15
I having problem with the Spritetool... When the insert ends, and the message saying "Sprites inserted sucefully", the sprites insīt inserted! When I saw on the guide the sprites donīt appear on LM, them, I inserted the ExGfx, inserted sprites, and started the game. But I just saw the origirnal sprites "disfarced" of pure rubbish! What I doing of wrong?
Knight of Time
Posts: 63/69
Meh, I wish I could have posted this much sooner, but being a college student, I had to find the "right" time to do it, which I suppose would be now.

Anyway, would it be possible for someone to make diagonal versions of the Turn Block bridges, one for each of the two diagonals only, and one for both diagonals, alternating with either diagonal first, please? They could be really handy in vertical levels, for when the player may need to jump to the lowest part of one of these, when expanded.

Thanks in advance, as always.
icegoom
Posts: 185/190
I believe those sprite graphics are ripped directly out of Super Mario All-Stars, so their colors are arranged to work with that game's palettes instead of SMW's. You could use All-Stars savestates to find out what the exact colors are, but you'll still need to manually input them into a custom palette in Lunar Magic.

You can use the following images to help you make your palettes if you want. Open them in a paint program, eyedropper on a color, then open the windows color picker to see the RGB values. Open Lunar Magic's palette editor and manually copy the RGB values over. This is pretty labor intensive, so if you don't want to match the All-Stars palettes exactly, you can just try mixing your own colors on the spot. As long as you have a color that's the general correct tone in the right spot, the sprites should look fine.

Starting with the Goomba:



The palette's arranged like this: transparency, white, black, three shades unused by the goomba, three peachish orange shades for its body, a yellow for the shine on its feet, three brownish orange shades for the head, then three more unused shades. This thing could be pretty easily recolored to use SMW's standard yellow palette if you wanted to go at it with the fill tool in a tile editor.

The Frost Goomba's palette would be made by changing all the browns into blues.

SMB2 enemies:



Albatoss, Tweeter, and Porcupo all share the same red palette: transparency, white, black, three shades of red, three shades of peach, dark brown, three shades of purple, then three shades of yellow.

And Bowser:



The palette I'm using here is just me eyeballing it instead of using an actual All-Stars palette because I'm too lazy to play to Bowser and make a savestate... Anyway: transparency, white, black, three shades of green, two unused colors, two shades of grey, three shades of red, three shades of orangey yellow.

To bring this back to sprite tool, I've been trying to make a grey snifit. I've got him to stand still, always face Mario, and fire at a much faster rate than the red or blue snifits, but I haven't figured out how to get him to hop up and down as he fires. I tried copying the code for Birdo's hop over, but couldn't get that to work. I then tried using some of Ninji's jumping code, but so far I've only gotten him to hop for a split second. (It just looks like a little jitter unless you watch him in slow-mo) It'd work better if I had some idea what I was doing, I guess...
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