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06-03-24 06:33 AM
0 users currently in SMW Hacking.
Acmlm's Board - I3 Archive - SMW Hacking - Sprite problem.... New poll | |
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cory21391

Red Cheep-cheep








Since: 04-21-06
From: North Carolina

Last post: 6372 days
Last view: 6372 days
Posted on 06-22-06 02:34 PM Link | Quote
I wanted to make a boss out of a koopa. A couple of problems arose that couldn't be solved by a simple checkmark in Sprite Tweaker, so I put them in an image. Also, how do you make the level end after you beat him? (Custom Block, sprite code, whatever....)
I wanted to put him as a doomship boss.

Anyways, here's the picture:



http://i5.tinypic.com/158722r.png
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6316 days
Last view: 6314 days
Skype
Posted on 06-22-06 02:42 PM Link | Quote
Why, oh, why do people assume that the sprite editing programs can do anything?

As for your question, here's a hint:

Learn ASM programming.


(edited by Smallhacker on 06-22-06 01:43 PM)
cory21391

Red Cheep-cheep








Since: 04-21-06
From: North Carolina

Last post: 6372 days
Last view: 6372 days
Posted on 06-22-06 02:56 PM Link | Quote
Okay, I could put the flame sprite and just forget the spawn thing. But can you tell me if there's a way to at least make him be killed with 5 shells (I can make him invisible to everything else)?
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6315 days
Last view: 6314 days
Posted on 06-22-06 05:54 PM Link | Quote
Originally posted by Smallhacker
Learn ASM programming.

like Smallhacker said, there is no other way around, at least Mikeyk've been kind enough to release their source code, feel free to look at them to have an idea on how a sprite ASM code look like


(edited by Bio.exe on 06-22-06 04:54 PM)
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