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

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Posted on 09-03-06 07:55 PM Link | Quote
Or you use two invisible passable blocks, one that makes it start following and one that makes it stop. Set it up so Mario passes through a start-follow block and then a stop-follow block when he leaves the area and vice-versa. That way it starts chasing if he goes back into the area too.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6294 days
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Posted on 09-03-06 07:59 PM Link | Quote
So, basically a stop block then a start block in the beginning, then a start then stop at the end? Yeah, if you only did a start at the beginning, then a stop at the end, it wouldn't work because of the re-chase thing. I'm asking if that's what you meant?
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6292 days
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Posted on 09-24-06 03:59 AM Link | Quote
Originally posted by ibz10g

what about that crazy sun from smb3? anyone done that yet?



i DEFINITELY second this request. that thing is SCARY and awesome. probably my favorite sprite in any 2d mario game
Bloodstar

660
blue boar boobies
Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 35 bytes) in /var/www/acmlm.org/board/profile.php on line 42


 





Since: 11-17-05

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Posted on 09-24-06 05:32 AM Link | Quote
Originally posted by wtfweb
Originally posted by ibz10g

what about that crazy sun from smb3? anyone done that yet?



i DEFINITELY second this request. that thing is SCARY and awesome. probably my favorite sprite in any 2d mario game


I third this. The only problem, however, would be specifying where it'd start. Of course, custom blocks could probably remedy this, but still...
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 09-24-06 06:40 PM Link | Quote
Originally posted by Sparx
So, basically a stop block then a start block in the beginning, then a start then stop at the end? Yeah, if you only did a start at the beginning, then a stop at the end, it wouldn't work because of the re-chase thing. I'm asking if that's what you meant?


Exactly.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

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Posted on 09-24-06 06:43 PM Link | Quote
Originally posted by Bloodstar
Originally posted by wtfweb
Originally posted by ibz10g

what about that crazy sun from smb3? anyone done that yet?



i DEFINITELY second this request. that thing is SCARY and awesome. probably my favorite sprite in any 2d mario game


I third this. The only problem, however, would be specifying where it'd start. Of course, custom blocks could probably remedy this, but still...


Have the sprite's init routine write itself to not chase mario, but if another sprite like it exists, then kill itself and set the other sprite to begin attacking, by setting it's property byte 00 or whatever to soemthing.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6282 days
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Posted on 09-24-06 06:55 PM Link | Quote
Originally posted by Sukasa
Have the sprite's init routine write itself to not chase mario, but if another sprite like it exists, then kill itself and set the other sprite to begin attacking, by setting it's property byte 00 or whatever to soemthing.

or do like smb3 do and check the high byte of Mario x position before chasing, seem like the simplest way to do it
wtfweb

Red Koopa








Since: 02-10-06

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Posted on 09-24-06 08:46 PM Link | Quote
also Ptooie would be cool, but it's probably already been suggested by someone
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

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Posted on 09-24-06 09:07 PM Link | Quote
You know what I want to see?

Blooper or whatever you want to call it, or that crazy sun from SMB3.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

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Posted on 09-24-06 09:09 PM Link | Quote
Crazy Sun's been mentioned

As for the blooper, you could easily do a simple graphics change for Rip Van Fish, unless you wanted actual blooper motions. You know what. I want those little baby Bloopers!
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

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Posted on 09-24-06 09:21 PM Link | Quote
I've thought of that, and I don't really like that idea.

I don't want one that follows mario when it sees him, I'd want it to act like the SMB one.
MadMikeXP 3



 





Since: 11-24-05
From: Georgia

Last post: 6293 days
Last view: 6291 days
Posted on 09-24-06 11:12 PM Link | Quote
I have one question I begin working with sprite tool on thursday and I wanted to add birdo into my hack. I changed the rex graphics to birdos along with birdos data, but when I tested my hack birdo graphics were garbled and messed up with something else..... (if the byte is 0 it acts like a normal rex, however if the byt is 2 or 3 the sprites graphics gets messed up and act likes birdo) I had looked at Ice goom's screenshot of birdo in his hack and noticed he had his turned out just fine. can you tell me what I might have done wrong ? also I put the birdo with (AB) rex sprites.
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6327 days
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Posted on 09-24-06 11:26 PM Link | Quote
I haven't experimented with sprite tool (mostly because I can't figure out what the hell is going on), but it Birdo set to use Rex's graphics? I'm guessing it is, but if not, then just figure out which graphics it is using and change them.
MadMikeXP 3



 





Since: 11-24-05
From: Georgia

Last post: 6293 days
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Posted on 09-25-06 12:48 AM Link | Quote
Ok I looked at where birdos messed up graphics in my hack but I can pinpoint down in my allgfx file. I don't even know where to find these graphics here
Look right beside the bullet bill and thats birdo shooting that out.

I figured out where birdo's body was but I can't locate his head if you look at the screen shot the garbled head is what I'm looking for now in the allgfx.bin file once I find that birdo should look complete.


(edited by MadMikeXP 3 on 09-25-06 12:49 AM)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6292 days
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Posted on 09-25-06 02:54 AM Link | Quote
birdo's tiles are all down the right side of the SP4 graphics in the level. and birdo's egg is on the top, to the left of birdo's 16x16 head

if you look at the file mario2 (SP4).bin that's in the tilemaps directory of spritetool, you'll see what i mean. insert that .bin as a exgfx file (yellow mushroom button) then enable a sp gfx list bypass in the level with birdo (green poison mushroom) and change the graphics file for SP4 to the number for the exgfx file you inserted


(edited by wtfweb on 09-25-06 01:59 AM)
MadMikeXP 3



 





Since: 11-24-05
From: Georgia

Last post: 6293 days
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Posted on 09-25-06 11:39 AM Link | Quote
Thanks for pointing out the sprites to me. birdo head uses hopping flames graphics and when I put birdo in level 105 his head remains messed up due to the hopping flame graphics. is there anyway I can bypass the problem to get it to to work properly ? also I know I can't use hopping flames in any other normal levels beside the castles.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6292 days
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Posted on 09-25-06 10:49 PM Link | Quote
i'm not sure if this is a glitch that can be fixed but, when i hit a parabeetle as super mario on yoshi, mario shrank and then jumped off yoshi instead of just jumping off of yoshi.
*edit* this glitch seems to only happen if the parabeetle touches MARIO specifically. if it touches yoshi, mario will jump off and not shrink as usual

also, it seems like parabeetles should be able to be killed with koopa shells (which they aren't right now). can i change this with the cfg_editor or does it have to be coded?


(edited by wtfweb on 09-26-06 05:18 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6284 days
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Posted on 10-20-06 11:41 AM Link | Quote
I would like to ask a question about getting the poisoned mushroom in a hack. Ok, you insert it and replace sprite 85 and after that, what? If I try to insert the sprite in LM, it just fells through the ground, and besides that, it's supposed to come out of a question block, right?
If I remember correctly, someone stated a while ago, that the "sprite" get directly inserted in one of LM's question blocks (so you have to use an object instead of a sprite) , but which one? So far, I tried it with putting all the possible question blocks in a level, but no poisoned mushroom. I'm probably missing something, but I don't know what.

I tried to insert some other sprites (at the moment just for testing purposes) and so far, everything worked but the poisoned mushroom. So if someone could tell me what I have to do, that would be great.
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6327 days
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Posted on 10-20-06 06:02 PM Link | Quote
You might have to change an item spawned by a certain block to use sprite 85 (assuming that's what you set the Poison Mushroom to), or program your own block in block tool to do just that.
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6281 days
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Posted on 10-22-06 04:55 PM Link | Quote
You can do that by using these offsets from SMW Central:

0x10AB0: [04]
Sprite that comes out of blocks 127 and 128 (Green shell).

0x10AC1: [04]
Sprite that comes out of blocks 127 and 128 if Yoshi is present (Green shell).

All you need to do is replace 04 with 85.
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