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Acmlm's Board - I3 Archive - SMW Hacking - Sprite Tool, public test release New poll | |
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Watermelon

Red Goomba








Since: 07-29-06

Last post: 6303 days
Last view: 6303 days
Posted on 08-06-06 03:21 PM Link | Quote
Bio already made a Metroid.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6287 days
Last view: 6286 days
Posted on 08-06-06 03:27 PM Link | Quote
Originally posted by Raccoon Sam
Oh oh I want Kraid PLZ

I like where this is going. For one Sprite, if I may suggest, perhaps a Metroid, which moves slowly, but follows Mario independent of his Direction. Like a Boo, only slower and always following.

Or maybe antiboo? It follows you when you look at it, and stops when you don't.
Two of these on a vertical maze would be pain...
I already found the address for changing a Boo's behavior in relation to mario's position, it's byte 0xFB10 in the rom. See this post.


(edited by Goldensunboy on 08-06-06 02:30 PM)
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
Last view: 6290 days
Posted on 08-06-06 04:55 PM Link | Quote
I had a few minutes so I made the sprites that were pretty trivial to make. the anti-boo and the frost goomba are included in the archive now.
XM

Micro-Goomba


 





Since: 07-29-06
From: i may be on a computer

Last post: 6456 days
Last view: 6456 days
Posted on 08-06-06 05:28 PM Link | Quote
thanks mikeyk for making frost goomba... but there is one flaw. or maybe i didnt post it. when mario jumps on it he should be pushed away for the sprite lightly

(Example chargen chuck. when mario jumps on him mario is pushed away from
chargen chuck lightly) but thanks anyway for making it.


(edited by XM on 08-06-06 04:29 PM)
smwedit

Red Paragoomba


 





Since: 11-18-05

Last post: 6468 days
Last view: 6283 days
Posted on 08-06-06 05:29 PM Link | Quote
I would like a sprite like the goonies in Yoshi's island that fly slowly in the background (up-left direction) and scroll about half the speed of the FG (I would like them as seagulls with the DKC2 Pirate Panic BG)

I would like one of those YI pirhana plants that are small and inactive until you get close. It doesn't have to rotate if it isn't possible, just flip. This is what I mean

I would also like a monkey from yoshi's island that would jump around and climb a certain custom block (which would be included) for a second after it touches it, then look side to side. When mario comes near, it jumps down and starts jumping around again.

I'd like a "ptooie" as seen in SMB3 6-1

How about a "Buster beetle" that picks up throw blocks and throws them


(edited by smwedit on 08-06-06 04:30 PM)
(edited by smwedit on 08-06-06 04:45 PM)
(edited by smwedit on 09-09-06 06:20 PM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6282 days
Last view: 6282 days
Posted on 08-06-06 05:42 PM Link | Quote
Nice one, Mikeyk.

How about... Hmm.
Maybe a Jumpin' Piranha Plant, but his fall speed is equal to it's rise speed.
This could be abused in order to make a Fish or such.

(Podoboos act fine, but they don't have any detection of Mario's presence.)
ziratha

Koopa


 





Since: 11-19-05

Last post: 6300 days
Last view: 6282 days
Posted on 08-06-06 07:25 PM Link | Quote
A Fuse, basically it would follow line guides with a simple sparkish gfx. Any line guide it passed through would be deleted/rendered useless to items that need line guides. This could be quite useful. So think of it like this:

0-------\____

where the lines are the line guides and the 0 is the fuse sprite.

after some period of time, the fuse would "burn" the line so that we now have:

*****0\____
where the "*" will not line guide anything.

This could be used for any number of things.

Forgive me if this is vague...
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
Last view: 6290 days
Posted on 08-06-06 07:46 PM Link | Quote
I'm messing with the tilemaps of the hammer brother and giant enemies. I wasn't able to figure out two of the 8x8 tiles in gfx13. if anyone knows where the circled tiles are used, i'd appreciate it.

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: 6284 days
Last view: 6282 days
Skype
Posted on 08-06-06 07:49 PM Link | Quote
Isn't the musical note used by Whistlin' Chuck?

Edit: The other one looks like one of Mario's extended tiles.


(edited by Smallhacker on 08-06-06 06:53 PM)
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
Last view: 6290 days
Posted on 08-06-06 08:47 PM Link | Quote
Hmmm... I checked out the original, and i never saw a music note appear with the whistling chuck.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6282 days
Last view: 6282 days
Posted on 08-06-06 08:48 PM Link | Quote
Originally posted by HyperMackerel
Screw SuperFX. Use SA-1.

that's not the point, what we need is a way to rotate/scale sprite, both SuperFX and SA-1 would require programming to preform such function(and if you can't program said function on the 65816, you will never be able to program it for the SA-1 or the SuperFX). the C4 already support those function, the only problem is that it use a different format for the input(while the output use the SNES's standard format). My plan is to make a cheap custom sprite that will make use of this effect, so other people could take the rotation/scale code from it, It will basically do so:

Load the sprite graphic from VRAM and store it to RAM
convert the graphic to 4 bit packed-pixel and store it to C4's RAM
activate C4's rotating/scaling function
DMA the result back to VRAM
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6381 days
Last view: 6318 days
Posted on 08-06-06 08:51 PM Link | Quote
Maybe its unused but belongs to the chuck?
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
Last view: 6290 days
Posted on 08-06-06 11:06 PM Link | Quote
Well, I've decided it's safe to go ahead and use those tiles. I've redone the hammer bro tilemaps to avoid overwriting some things like yoshi's egg, the music block, platform, and the yoshi fireballs. I also made a preliminary bomb brother that throws stunned bob-ombs...



Look for a release tomorrow night. I forgot to mention this before, if anyone makes a custom sprite that they want me to include in sprite tool, give me a PM.


(edited by mikeyk on 08-06-06 10:06 PM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6287 days
Last view: 6286 days
Posted on 08-06-06 11:27 PM Link | Quote
Mikeyk, a simple (?) sprite that the whole community would probably use is the mushroom blocks from SMB2. Might I suggest making them next? It doesn't seem like it would be too hard to make, if I knew how to change a block into a sprite and vice-versa, I could probably do it.
Keitaro

Mole


 





Since: 11-18-05
From: Massachusetts

Last post: 6440 days
Last view: 6440 days
Posted on 08-06-06 11:58 PM Link | Quote
maybe smb2 style bombs to go with the bomb brother? That would make him in a to a mouser of sorts, but ehn. Its an idea at least
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6282 days
Last view: 6282 days
Posted on 08-07-06 12:00 AM Link | Quote
Originally posted by Water Bio
Originally posted by HyperMackerel
Screw SuperFX. Use SA-1.

that's not the point, what we need is a way to rotate/scale sprite, both SuperFX and SA-1 would require programming to preform such function(and if you can't program said function on the 65816, you will never be able to program it for the SA-1 or the SuperFX).

That's just it. The SA-1 is just another 65816 running at ~10mhz.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6282 days
Last view: 6282 days
Posted on 08-07-06 06:52 AM Link | Quote
Stickied because...well...duh!
Dragon Master Luigi

Red Goomba
I'll avenge my brother if he is hurt! -zap-zap-zap-








Since: 06-26-06
From: Mushroom Kingdom

Last post: 6349 days
Last view: 6283 days
Posted on 08-07-06 12:46 PM Link | Quote
I would like to see chomps that explode after Mario stomps on them, and a Rex that can shoot Bouncing Fire Balls.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6282 days
Last view: 6282 days
Posted on 08-07-06 01:47 PM Link | Quote
This may sound complicated, but would it be possible by any means to make a Vine Piranha Plant with controllable direction?
Combining the Coin Trail which leaves always coins behind, and Block Train, which keeps going to its programmed order.



Concept art:


What I'm trying to say, is a self-controllable Vine Piranha Plant.


(edited by Raccoon Sam on 08-07-06 12:59 PM)
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
Last view: 6290 days
Posted on 08-08-06 01:34 AM Link | Quote
I've updated the link. The bomb brother is included. Also the tilemaps for the hammer brothers have been redone again, hopefully this will be the last time. I wanted to make them more compatible with some standard objects. For the same reason, I also changed the tilemaps for the giant enemies. The graphics files in the 'tilemaps' directory reflect the changes. I also fixed an inconsistency in the generic generator. It now acts according to the description in the asm file. (Before the behavior of the first extra bit was reversed.)

Raccoon Sam: The controllable vine piranha would be extremely easy if it only generated the upwards tile. Here's a horribly doctored example of what I mean:

Actually making it as you've illustrated is much more difficult, but definitely something doable.


(edited by mikeyk on 08-08-06 12:35 AM)
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