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05-01-24 04:20 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Sprite Tool, public test release New poll | |
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pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6294 days
Last view: 6281 days
Posted on 08-22-06 11:50 PM Link | Quote
Originally posted by Yoshi Master
Whatever happened to "Anything is possible with ASM!"? It would take some work of his own, pikaguy would need to be descriptive of what tilespace he would like to use with the sprite and it's actions. I'm sure if mikeyk is up for it, he could do it.

Well, I can't say exactly, since it could be any unused space in any sprite GFX file.
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
Last view: 6290 days
Posted on 08-23-06 12:14 AM Link | Quote
"anything is possible with asm" doesn't translate into "anything is possible with sprite tool". you cannot give mario new powers or change his abilities or behavior with sprite tool. what pikaguy suggested would involve changing a ton of things in mario's code. a lot more than has ever been done.
Yoshi Master

Shyguy








Since: 11-18-05
From: That one place.

Last post: 6295 days
Last view: 6292 days
Posted on 08-23-06 12:18 AM Link | Quote
Wasn't really thinking that all the way through. I forgot how much work something like that would take...
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6294 days
Last view: 6281 days
Posted on 08-23-06 01:30 PM Link | Quote
Originally posted by mikeyk
"anything is possible with asm" doesn't translate into "anything is possible with sprite tool". you cannot give mario new powers or change his abilities or behavior with sprite tool. what pikaguy suggested would involve changing a ton of things in mario's code. a lot more than has ever been done.

Okay. Like I said, it was an idea.
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6381 days
Last view: 6317 days
Posted on 08-23-06 04:54 PM Link | Quote
You can change Mario's behavior with sprite tool and I even could manage to get a working Mario statue with changing graphics and after some seconds they turn back into the normal ones (thanks to Smallhacker, since I didn't get it to work to load the GFX back) and Mario can move again. A generator is used to do it and can be disabled with sprite D9.


(edited by Ice Man on 08-23-06 03:56 PM)
KP9001

180
I'm going Weasel in 3 months! Where will I end up going?








Since: 01-30-06
From: Show Low, AZ

Last post: 6282 days
Last view: 6281 days
Posted on 08-24-06 01:58 AM Link | Quote
I'm thinking about starting up a hack soon, and I'd want to make it a good one. To do that, I'd have to implement some Metroid elements in it. Some elements I cannot implement without the help of sprites, so I'm asking for anybody who could be willing enough to help me.

I'm going to need some things to start with...

-A Metroid-style elevator
-A door (might be done with custom blocks)
-maybe a geemer or shriekbat...

If *anyone* can help out with *any* of these, it would be greatly appreciated, and be given major noticable credit in the game.
Watermelon

Red Goomba








Since: 07-29-06

Last post: 6303 days
Last view: 6303 days
Posted on 08-24-06 10:05 AM Link | Quote
Donīt forget of the Metroid that Bio made, it would help you to make the hack .

Edit: Here


(edited by Watermelon on 08-24-06 09:09 AM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6282 days
Last view: 6281 days
Posted on 08-24-06 12:49 PM Link | Quote
Originally posted by KP9000
Geemer



Hmm, most likely.
I mean, Mikeyk made Parabeetles.
Just some modification to it.

-Not standable
-Not stompable
-Turns around when hits wall
Link2006

Octoballoon








Since: 11-18-05
From: Kokiri Forest

Last post: 6290 days
Last view: 6282 days
Posted on 08-25-06 03:58 PM Link | Quote
I'm having trouble here. None of the sprites are showing up in my game:

1. I typed my rom name then sprites.txt like the readme stated

2. It runs to program and at the end it say "sprites inserted successfuly"

3. Now I open Lunar Magic and followed the readme to insert the sprite (hammer bros). It shows up as yellow Koopa with wings. (the Exgfx isn't inserted, and it's not going to show up correctly in lunar magic, i'll add it once I see if it works) is what i'm thinking

4. I play the game but the sprite show up as yellow Koopa with wings not the hammer bros.

What did I do wrong? If only the readme showed a full example of what EXACTLY to type in the program to get the sprite I wanted......
Yoshi Master

Shyguy








Since: 11-18-05
From: That one place.

Last post: 6295 days
Last view: 6292 days
Posted on 08-25-06 04:02 PM Link | Quote
Originally posted by Link2006
I'm having trouble here. None of the sprites are showing up in my game:

1. I typed my rom name then sprites.txt like the readme stated

2. It runs to program and at the end it say "sprites inserted successfuly"

3. Now I open Lunar Magic and followed the readme to insert the sprite (hammer bros). It shows up as yellow Koopa with wings. (the Exgfx isn't inserted, and it's not going to show up correctly in lunar magic, i'll add it once I see if it works) is what i'm thinking

4. I play the game but the sprite show up as yellow Koopa with wings not the hammer bros.

What did I do wrong? If only the readme showed a full example of what EXACTLY to type in the program to get the sprite I wanted......

Go into sprite mode then hit insert, In command put: 0C and in extra info type: 2
Hope that helps.
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6381 days
Last view: 6317 days
Posted on 08-25-06 07:07 PM Link | Quote
********************************************************************
* using the sprites
********************************************************************

If everything goes okay when you run the program, you will see a message saying "sprites inserted successfully". The sprites are now inside your ROM, and now it's time to use them. The custom sprites can be inserted with Lunar Magic. To do so, make sure Lunar Magic is in sprite mode. Hit INS to bring up the "Add Sprite Manual" dialog. In the "command" field enter the number of the custom sprite (with the example sprites.txt, 11 if we wanted a birdo, 1A if we wanted a Venus Fire Trap, etc). In the "extra info" field, enter the value 2 or 3 (see below on when to use each value). Do whatever you'd like with the remaining fields and hit ok. In Lunar Magic, the custom sprite will not look any different than the regualr sprite of the same number. For this reason it is useful to view the sprite data, which is easily found in the Lunar Magic menu (View > Sprite Data). X2 or X3 on the top row will indicate a custom sprite.

So what's the difference between the values 2 and 3 in the "extra info" field? Open the .asm file of the sprite (this is just a text file). Near the begining there will be a line reading "Uses first extra bit". For sprites that say "NO", you should always use the value of 2. For sprites that say "YES", there will be a description of a behavior that will be present if the first extra bit is set. You should use the value of 3 if you want this behavior, and 2 if you don't.

Look in the "tilemaps" subdirectory for some graphics files that may help you see the default tilemaps.


Straight copied from the readme.txt.... It explains it very good in my opinion.
Link2006

Octoballoon








Since: 11-18-05
From: Kokiri Forest

Last post: 6290 days
Last view: 6282 days
Posted on 08-25-06 09:04 PM Link | Quote
Originally posted by Yoshi Master
Originally posted by Link2006
I'm having trouble here. None of the sprites are showing up in my game:

1. I typed my rom name then sprites.txt like the readme stated

2. It runs to program and at the end it say "sprites inserted successfuly"

3. Now I open Lunar Magic and followed the readme to insert the sprite (hammer bros). It shows up as yellow Koopa with wings. (the Exgfx isn't inserted, and it's not going to show up correctly in lunar magic, i'll add it once I see if it works) is what i'm thinking

4. I play the game but the sprite show up as yellow Koopa with wings not the hammer bros.

What did I do wrong? If only the readme showed a full example of what EXACTLY to type in the program to get the sprite I wanted......

Go into sprite mode then hit insert, In command put: 0C and in extra info type: 2
Hope that helps.


........Now the sprite falls through the ground.

Attachments

mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
Last view: 6290 days
Posted on 08-25-06 11:31 PM Link | Quote
Link: what sprite number did you enter in the box in LM? What's the corresponding entry in your sprites.txt file?

While I'm here, I'll here are some screens of my latest work...


Luigi-San

Ptooie
ZOMG Wii is teh pwn


 





Since: 11-18-05
From: The Mushroom Kingdom a.k.a Buffalo, NY
Wii: Yes

Last post: 6283 days
Last view: 6283 days
Skype
Posted on 08-26-06 12:05 AM Link | Quote
Ooh, Albatoss, SMB1 Bowser, and Nipper! Nice!
Link2006

Octoballoon








Since: 11-18-05
From: Kokiri Forest

Last post: 6290 days
Last view: 6282 days
Posted on 08-26-06 01:57 AM Link | Quote
I got the Boomerang bros to work, I just don't know how to change(or where to change) the tilemaps so I can make it look like a boomerang bro.
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6395 days
Last view: 6395 days
Posted on 08-26-06 04:59 AM Link | Quote
awesome! a smb1 bowser now I won't have to use these stupid bowser kids


(edited by ghettoyouth on 08-26-06 03:59 AM)
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6282 days
Last view: 6281 days
Posted on 08-26-06 07:57 AM Link | Quote
Originally posted by mikeyk

What are those three and how do they act?


I thought we already had a pirhana plant...

But uh, SMB1 Bowser? Excellent!
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6395 days
Last view: 6395 days
Posted on 08-26-06 08:41 AM Link | Quote
For the 2nd and 3rd shot, looks like the nipper plant changes into a piranha plant after getting a mushroom


(edited by ghettoyouth on 08-26-06 07:42 AM)
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
Last view: 6290 days
Posted on 08-26-06 10:10 AM Link | Quote
The nippers that are coming up are yoshi's island style in that they bounce around. Ghettoyouth was right about the last two screenshots. I've made hungry nippers that change into a piranha plant if they get a mushroom, or a venus fire trap if they get a fire flower. The spiky ball in the first screenshot moves around like the reflecting fireball (found in castles) but has the ability to either hurt mario, or kill sprites, or both.
Link2006

Octoballoon








Since: 11-18-05
From: Kokiri Forest

Last post: 6290 days
Last view: 6282 days
Posted on 08-26-06 06:33 PM Link | Quote
I finally figured it out. Thanks mikeyk.
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