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05-01-24 06:08 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Sprite Tool, public test release New poll | |
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Kailieann



 





Since: 11-18-05

Last post: 6281 days
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Posted on 08-03-06 10:04 PM Link | Quote
Chomp Rock would be brutal. SMW doesn't have a special chip that can rotate sprites to create the rolling effect, so you'd have to use up boatloads of GFX space or else have it come out looking choppy.

Sadly, the code itself would probably be easy enough..
Keitaro

Mole


 





Since: 11-18-05
From: Massachusetts

Last post: 6440 days
Last view: 6440 days
Posted on 08-03-06 10:20 PM Link | Quote
Oh right. The SFX2 or whatnot? Ah well...I suppose the rest are a bit more feasable at least. *shrug*
Someguy

Tooky


 





Since: 11-17-05
From: West Virginia-USA

Last post: 6287 days
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Posted on 08-04-06 12:04 AM Link | Quote
Nothing's keeping you from cheating and making a 16x16 Chomp Rock, or a 32x32 one with just two sprites, for a total of 8 directions.
Keitaro

Mole


 





Since: 11-18-05
From: Massachusetts

Last post: 6440 days
Last view: 6440 days
Posted on 08-04-06 12:29 AM Link | Quote
What exactly keeps a game from using this chip asside from it physically being on the game board itself, I wonder? You know, like in ROM form, it won't know its not on an SFX2 compatible cartridge (or will it? I'm not sure how SNES does these sort of things) right?
x1372

Goomba








Since: 07-03-06

Last post: 6299 days
Last view: 6281 days
Posted on 08-04-06 02:31 AM Link | Quote
Is the only thing that really prevents the chomp rock sprite from being easy to code its face? If that's the case, frankly I'd be very pleased just to have one with no face that was pushable and rolled similar to the YI one - like many other YI sprites, that brings out many interesting puzzle possibilities. Even better from my standpoint would be the snowball from the same game, that grew as it was pushed, but I'm pretty sure that one is a bit beyond doing easily.

Also, since I'm posting, I might as well throw out a few more ideas of interesting sprites.

A "lightning" generator like from Donkey Kong Country 3 could make an interesting world theme. The background flashes and a tiny bit later a bolt of lightning comes down where mario was during the flash. If a sprite is above mario it takes the hit instead. if the lightning hits mario he takes damage, but by moving he can avoid it.

A "wing cap" temporary powerup for mario. it would be a sort of a cross between a P baloon and a cape that would only last a certain amount of time. Mario's full speed jumps for a time would set him, at the top of the jump, into "cape glide" mode, allowing him to fly horizontally like with a cape but not to (easily) gain significant height. The fact that it would only last a short period of time before mario reverts would keep it balanced as well. Ideally this powerup would set mario into glide if he hit it in midair at speed, so that the "launch mario" level entrances could get mario gliding instantly.

In a similar vein, a metal cap would also be nice. Decreases mario's jump height, increases his fall speed, and has him sink and walk through water (and lava?) as if it was on land. Invisible cap could be done too but the only real use can see is temporarily avoiding certain enemies and walking through certain blocks designed for it.

more water-based sprites would also be nice. For some reason water levels always feel like they're missing something in SMW... bloopers, Lockjaw the pirana (DKC2) guarding certain areas, exploding puffer fish that shoot spikes when you're near them, starfish that "wake up" and then start moving in a straight line from where they are to where you were when they started... and please, something fireproof. nothing like a fire flower to completely remove every single threat that a water level has to offer from a distance.

Additional koopa types would also be interesting. Perhaps a silver shelled koopa who acts like a red one with the "I don't fall off platforms" routine but doesn't get sent flying out of his shell? Preferably after a certain time he'd wake up and turn back into a koopa rather than hopping out of the shell like they do currently. Or with some other color have the koopa, once removed from the shell, invulnerable to stomping and set on the "chargin' chuck attack" mode chasing mario looking for revenge? Or even more amusing, a koopa that once removed from his shell began throwing chuck style baseballs at mario?

More "flying, chasing" sprites like the boos, fishin' boos, and lakitus would also be nice. Something big, slow, invincible, and tracking mario's X and Y coordinates that keeps following would be nice.

I realize many of these ideas might not be particularly good, but I'm just hoping something that I added might be interesting. I'm not too sure if sprite tool is really capable of doing any sort of temporary powerups like the caps, but if P baloons can drastically alter mario's gameplay temporarily, who knows?
Kingpin



 





Since: 11-21-05
From: Amarillo, TX

Last post: 6288 days
Last view: 6281 days
Posted on 08-04-06 02:38 AM Link | Quote
Originally posted by Kailieann
Chomp Rock would be brutal. SMW doesn't have a special chip that can rotate sprites to create the rolling effect, so you'd have to use up boatloads of GFX space or else have it come out looking choppy.

Sadly, the code itself would probably be easy enough..


Well, couldnt the code be loosely based on the way Iggys platform see-saws? Its like a rotation, just a 45 degree rotation. I havent messed with sprites much though, so I don't know.
MisterJones

Tooky








Since: 12-08-05
From: Mexico

Last post: 6371 days
Last view: 6307 days
Posted on 08-04-06 03:10 AM Link | Quote
Originally posted by Kailieann
Chomp Rock would be brutal. SMW doesn't have a special chip that can rotate sprites to create the rolling effect, so you'd have to use up boatloads of GFX space or else have it come out looking choppy.

Sadly, the code itself would probably be easy enough..



I thought the snes natively supported rotation. Just look how the koopa kids rotater when they die, and I think bowsers ship when it drops anything. Those are just assumtions though.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6282 days
Last view: 6281 days
Posted on 08-04-06 03:29 AM Link | Quote
koopa kid are made with mode 7, mode 7 allow freely scaling and rotating of one layer, but can only show one. I think the Super FX chip support sprite scaling and rotating and that the C4 support scaling and rotating of GFX. Since the Super FX chip is mostly undocumented and the C4 have some format limitation, for now its impossible to use those.
Originally posted by Keitaro
What exactly keeps a game from using this chip asside from it physically being on the game board itself, I wonder? You know, like in ROM form, it won't know its not on an SFX2 compatible cartridge (or will it? I'm not sure how SNES does these sort of things) right?

in ROM form, just change 0x81D5(0x7f75 for headerless ROM) to 20 15(20 F3 for the C4) to let the emulator know your ROM is using the super FX chip, the problem is that you need to upload a code to the super FX chip, wich programming for it is mostly undocumented


(edited by Bio.exe on 08-04-06 02:52 AM)
Glyphodon



 





Since: 11-18-05

Last post: 6322 days
Last view: 6303 days
Posted on 08-04-06 04:04 AM Link | Quote
Originally posted by x1372
I'm not too sure if sprite tool is really capable of doing any sort of temporary powerups like the caps, but if P baloons can drastically alter mario's gameplay temporarily, who knows?


No, they don't. P Balloons just trigger Mario's "Inflated" mode and the game takes it from there. Same with, well, everything of the Powerup variety.
Keitaro

Mole


 





Since: 11-18-05
From: Massachusetts

Last post: 6440 days
Last view: 6440 days
Posted on 08-04-06 04:13 AM Link | Quote
I just thought of a cool idea. A yoshi island style shyguy generator, where they bounce out of a pipe and walk off (though it might be a little weird without the smw2 style shyguys, who tend to just...stand there and wander off on its own eventualy. but the idea is still there) and then....the ones that pop out from under the floors you can jump through on the bottom, for inside of their pipes? I think YI used two generators...maybe I'm wrong. It also stopped generating after 7 of them were on screen at any time (or if you had any eggs)


(edited by Keitaro on 08-04-06 03:22 AM)
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: 6283 days
Last view: 6281 days
Skype
Posted on 08-04-06 08:43 AM Link | Quote
The SFX (and SFX2) chip was simply a math processor that happened to run about three times as fast (six times as fast with SFX2). There was no built in rotation instructions, but the chips were fast enough to execute rotation code in real time, meaning that it was up to the game's programmers to write the rotation routine.

The C4 had built in wireframe instructions, but I'm pretty sure that it didn't have sprite scaling rotation instructions.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6284 days
Last view: 6296 days
Posted on 08-04-06 08:56 AM Link | Quote
I would like to request a sprite that acts exactly like a Mega Mole, but it's friendly so he can't hurt you. (I know that something like that is probably possible with MWR, but I don't want to replace the Mega Mole behaviour, I would like to have both versions, a normal one and a friendly one. That would be cool.

Another few ideas:
-A bomb-omb which is a little bit more dangerous after exploding. It could shoot something like the volcano lotus' fire in four directions, maybe diagonal as well, or maybe they act like missiles, so they follow mario for a few seconds and then they are gone. Would also work with underwater enemies (as someone said something like that already before)

-Some simple, running or walking enemies which can also jump (not like the koopa with wings, which are always jumping) and some sort of enemies which can jump for-, and backwards. I think you don't need only some ultra-cool special enemies, some really simple ones would be cool as well. And during SMW-hacking I really missed enemies like that. Of course it would be cool to have a good range of variation for the jumping lenght (left-right), high, speed etc (Or maybe things like that could be configured by the user himself with Sprite Tool)

- A bullet bill generator (or something like that) which stays always on the same position on the screen, even if Mario is moving through the level - so that the generator is following you everywhere. I made something like that already with layer 2 and animated hurt blocks, but you would have more possibilities with sprites/generators.
richyawyingtmv

Bouncy


 





Since: 11-18-05
From: England

Last post: 6283 days
Last view: 6281 days
Posted on 08-04-06 09:04 AM Link | Quote
An enemy like the Pouncer in Wario Land would be cool - it follows the walls nearby (like the sea urchin in SMW does), and kills you if you touch the spikes on its left/right and underside. However, you can ride it if you stand on top of it, to help you get across lava etc.
Sakura
Secret!


 





Since: 11-30-05

Last post: 6353 days
Last view: 6323 days
Posted on 08-04-06 09:07 AM Link | Quote
Originally posted by Kailieann
Chomp Rock would be brutal. SMW doesn't have a special chip that can rotate sprites to create the rolling effect, so you'd have to use up boatloads of GFX space or else have it come out looking choppy.

Sadly, the code itself would probably be easy enough..

Bowser's bowling balls achieve a rolling-like effect. If you don't mind dropping the real face and substituting that, you're in business.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6282 days
Last view: 6281 days
Posted on 08-04-06 02:59 PM Link | Quote
Originally posted by Smallhacker
The SFX (and SFX2) chip was simply a math processor that happened to run about three times as fast (six times as fast with SFX2). There was no built in rotation instructions, but the chips were fast enough to execute rotation code in real time, meaning that it was up to the game's programmers to write the rotation routine.

I wasn't aware of that, I've tried for hour to find information about this chip but I couldn't find any

Originally posted by Smallhacker
The C4 had built in wireframe instructions, but I'm pretty sure that it didn't have sprite scaling rotation instructions.

according to this, it do


(edited by Bio.exe on 08-04-06 01:59 PM)
(edited by Bio.exe on 08-04-06 02:14 PM)
Lishy
FATAL BRAIN ERROR
PRESS ANY KEY TO ASDFSDFSGSDFG



 





Since: 07-27-06
From: green hill

Last post: 6479 days
Last view: 6303 days
Posted on 08-04-06 05:14 PM Link | Quote
Sorry to ask such a big favor,but if you ever get the time can you make a copy of sprite tool but windows compatible?
Your hard work for making sprite tool is greatly appreciated by all the members of acmlm furoms =)
Kingpin



 





Since: 11-21-05
From: Amarillo, TX

Last post: 6288 days
Last view: 6281 days
Posted on 08-04-06 05:29 PM Link | Quote
Originally posted by Lishy
Sorry to ask such a big favor,but if you ever get the time can you make a copy of sprite tool but windows compatible?
Your hard work for making sprite tool is greatly appreciated by all the members of acmlm furoms =)

That picture in your signature guarantees you being ignored. Thats horrible.

Besides, it works in dos fine. Its not that hard. Live with it.


(edited by Kario on 08-04-06 04:29 PM)
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: 6283 days
Last view: 6281 days
Skype
Posted on 08-04-06 05:38 PM Link | Quote
Originally posted by Lishy
Sorry to ask such a big favor,but if you ever get the time can you make a copy of sprite tool but windows compatible?

*Sigh* It runs on Windows computers, therefore, it is, as you called it, "Windows compatible".

Also... What's wrong with Console Applications? If your answer is "It's too hard to use" or "I can't get it to work", you're an idiot.
Lishy
FATAL BRAIN ERROR
PRESS ANY KEY TO ASDFSDFSGSDFG



 





Since: 07-27-06
From: green hill

Last post: 6479 days
Last view: 6303 days
Posted on 08-04-06 06:08 PM Link | Quote
Originally posted by Smallhacker
Originally posted by Lishy
Sorry to ask such a big favor,but if you ever get the time can you make a copy of sprite tool but windows compatible?

*Sigh* It runs on Windows computers, therefore, it is, as you called it, "Windows compatible".

Also... What's wrong with Console Applications? If your answer is "It's too hard to use" or "I can't get it to work", you're an idiot.

Before you judge sombody you should get some information.
If you are all so *smart* and *knowing* then what is this hotshot?http://img.photobucket.com/albums/v626/pokeman/trasmnerror.jpg

People dont go on threads to listen to your bullshit and look at you bitching.You just look for a excuse to get posts becuase you have no other reason to post.
If you dont like what people post dont bother going on the thread,becuase you obviously need a life.
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6381 days
Last view: 6317 days
Posted on 08-04-06 06:13 PM Link | Quote
Ok, autoexec.nt is the problem. I had it with another program before.

To fix this do this:

Insert your WinXP CD, close the autostart program, then go to Start -> Run and type in cmd and hit enter.

Now copy or type this into the console.

expand d:\i386\config.nt_ c:\windows\system32\config.nt
expand d:\i386\autoexec.nt_ c:\windows\system32\autoexec.nt
expand d:\i386\command.co_ c:\windows\system32\command.com

Change d:\ to your CD-ROM drive, if it isn't d:\

Now it SHOULD work.
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