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FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6284 days
Last view: 6296 days
Posted on 10-23-06 03:51 PM Link | Quote
Ah, that helps a lot, thanks!
I will probably not replace the green shell, because I have some levels in which I need the shells in the question blocks, but since I haven't any directional coins in the hack, it should be working with replacing them instead. I will try this asap.
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6281 days
Last view: 6281 days
Posted on 10-23-06 06:32 PM Link | Quote
I forgot about custom blocks.

You can use a custom block that changes the Poison Mushroom into a Green Koopa Shell. Here's the custom block code for those who are interested:

BD 9E 00 C9 85 F0 01 60 A9 04 95 9E 22 D2 F7 07 A9 0A 9D C8 14 60

Spr UD Offset: 0
Spr LR Offset: 0
All other offsets: -1

Make it behave like tile 25 and place it above blocks 127 or 128.
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6281 days
Last view: 6281 days
Posted on 10-26-06 08:37 PM Link | Quote
For those who don't know, I made a Fire Birdo and a Fire Brother.



Now that I got the disassembly of the Torpedo Ted Launcher working correctly with Sprite Tool, I can show you this:



I actually disassembled the Torpedo Ted Launcher and made an asm file from it. I'm still trying to do various hacks of this generator, so expect a future release.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6295 days
Last view: 6281 days
Posted on 10-26-06 08:49 PM Link | Quote
GOOMBA LAUNCHER!! That looks funny. I wonder if you can make a Goomba custom sprite that gets spawned by that and gets a O_o type face while it's getting dropped by... THE HAND. (I like saying things like that. )
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6289 days
Last view: 6283 days
Posted on 10-27-06 03:47 PM Link | Quote
Originally posted by Davros
For those who don't know, I made a Fire Birdo and a Fire Brother.



Now that I got the disassembly of the Torpedo Ted Launcher working correctly with Sprite Tool, I can show you this:



I actually disassembled the Torpedo Ted Launcher and made an asm file from it. I'm still trying to do various hacks of this generator, so expect a future release.


Hey, you added a couple of sprites I might want to use later in my hack (just a thought right now).

A couple of questions though, Davros, one, with the Fire Birdo, does its fireballs go in a straight line like in SMB2, and is this one similar to the Green Birdos from SMB2 (meaning it only spits fireballs, no eggs), and two, with the Fire Brother, the fireballs bounce along the ground (just like Mario/Luigi's fireballs right)?

I wish I had time to test these new custom sprites, but I've got my own problems right now, namely, the major computer crash (it wiped out the entire C:/ drive last month, but the computer is fixed now, despite all the files I lost >___<) that would have made me lose all the progress in my hack beyond my first castle, but thankfully, Smallhacker sent me back the copy of my hack I sent him one time when I had a problem with it I eventually figured out, so I didn't lose too much progress. However, my second demo, combined with the fact I'm in college now, has a longer delay, so I have no clue when the demo will be out now. I'll post a new topic in the forum here when I get to that point.

Anyway, to get off the subject of my hack now, I'd like to make a new custom sprite request. mikeyk, you know the bouncing electricity sprite I requested? Can you make a custom sprite version of the electricity sprite that hurts when spin jumped on, and instead of bouncing back and forth horizontally and vertically between two solid surfaces, circles a solid surface either clockwise or counter-clockwise depending on its X position (much like a ground guided, modified Lil' Sparky or Fuzzy enemy that would hurt if spin jumped on), please? It could be a little reminicent of the Zinger/Buzz enemies that are in the Donkey Kong Country trilogy.

As always, thanks in advance.


(edited by Knight of Time on 10-27-06 02:48 PM)
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6281 days
Last view: 6281 days
Posted on 10-27-06 04:33 PM Link | Quote
Originally posted by Knight of Time
A couple of questions though, Davros, one, with the Fire Birdo, does its fireballs go in a straight line like in SMB2, and is this one similar to the Green Birdos from SMB2 (meaning it only spits fireballs, no eggs), and two, with the Fire Brother, the fireballs bounce along the ground (just like Mario/Luigi's fireballs right)?


The Fire Birdo is almost similar to the Green Birdo in SMB2, I decided to give it a different palette because it didn't look good in green even after I did some changes to the graphics, but you can easily change it's palette. The "fire" is actually the bone thrown by the Dry Bones, with ExGFX it looks like fire and it will play the fire sound effect that has been added.

To make the Fire Brother spit fireballs like in SMB3 would require hacking the extended sprite routine. Since I didn't know how to do that, I decided to make the Fire Brother spit the fireballs used by the Bowser custom sprite.

So these custom sprites may not be exactly like their counterparts, but at least this is how I got so far.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6289 days
Last view: 6289 days
Posted on 10-29-06 08:04 AM Link | Quote
Originally posted by Davros
The "fire" is actually the bone thrown by the Dry Bones, with ExGFX it looks like fire and it will play the fire sound effect that has been added.


Hmm... How'd you change which object Birdo fires? I'm thinking maybe I could turn a red Snifit into a SMB3 Spike if I could make it shoot bones instead of Pitchin' Chuck's baseballs. (Maybe not, though, since I'd have to make a "pulling a spiked ball out of his mouth" frame and stop the shaking before firing...)
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6281 days
Last view: 6281 days
Posted on 10-29-06 04:26 PM Link | Quote
Originally posted by icegoom
Hmm... How'd you change which object Birdo fires?


If you check the hammer routine from the other custom sprites and change the value in bold:

LDA #$xx
STA $170B,y

Where xx is value shown here:

Type of extended sprite (0-12): 01 - Puff of smoke with various objects, 02 - reznor fireball, 03 - flame left by hopping flame, 04 - hammer, 05 - mario fireball, 06 - bone, 07 - Lava Splash (doesn't hurt, parabolic down), 08 - Torpedo Ted shooter's arm, 09 - Red thing that flickers from 16x16 to 8x8, 0A - coin from cloud game, 0B - piranha fireball, 0C - lava lotus fire, 0D - baseball, 0E - Flower of Wiggler, 0F - Trail of smoke, 10 - Spin Jump star, 11 - yoshi fireballs, 12 - Water bubble

You can make the custom sprite shoot any type of extended sprite.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6295 days
Last view: 6281 days
Posted on 10-29-06 04:37 PM Link | Quote
Originally posted by Davros
Originally posted by icegoom
Hmm... How'd you change which object Birdo fires?


If you check the hammer routine from the other custom sprites and change the value in bold:

LDA #$xx
STA $170B,y

Where xx is value shown here:

Type of extended sprite (0-12): 01 - Puff of smoke with various objects, 02 - reznor fireball, 03 - flame left by hopping flame, 04 - hammer, 05 - mario fireball, 06 - bone, 07 - Lava Splash (doesn't hurt, parabolic down), 08 - Torpedo Ted shooter's arm, 09 - Red thing that flickers from 16x16 to 8x8, 0A - coin from cloud game, 0B - piranha fireball, 0C - lava lotus fire, 0D - baseball, 0E - Flower of Wiggler, 0F - Trail of smoke, 10 - Spin Jump star, 11 - yoshi fireballs, 12 - Water bubble

You can make the custom sprite shoot any type of extended sprite.

According to that, changing the Fire Brother's Hammer data from throwing Extended Sprite 4 to Extended Sprite 5 will allow it to throw Mario's Fireball. It's a good workaround until you could find a way to get one that does the exact same, but HURTS MARIO. Anyways, what sprites have you been able to generate with the Torpedo Launcher?
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6281 days
Last view: 6281 days
Posted on 10-29-06 05:04 PM Link | Quote
Originally posted by pikaguy900
According to that, changing the Fire Brother's Hammer data from throwing Extended Sprite 4 to Extended Sprite 5 will allow it to throw Mario's Fireball. It's a good workaround until you could find a way to get one that does the exact same, but HURTS MARIO.


Like I said, I don't know how to hack the extended sprite routine to make the Fire Brother shoot fireballs like in SMB3. I once changed it to Extended Sprite 5, but the sprite would instead hit itself with the fireball and got turn into a coin. For now, use the other versions.


Anyways, what sprites have you been able to generate with the Torpedo Launcher?


It only generates normal sprites. I haven't been able to make it generate custom sprites due to my lack of knowledge of the extra bits. But once I make the disassembly public, maybe someone will be able to accomplish that.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6289 days
Last view: 6289 days
Posted on 10-30-06 10:23 AM Link | Quote
Originally posted by Davros
If you check the hammer routine from the other custom sprites and change the value in bold:

LDA #$xx
STA $170B,y

You can make the custom sprite shoot any type of extended sprite.


Got it. Thanks.



Now I just need to figure out how to move the thrown ball up about 24 pixels, stop him from shaking, and up the frequency of his attack. Hee hee!


(edited by icegoom on 10-30-06 09:26 AM)
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6281 days
Last view: 6281 days
Posted on 11-14-06 05:42 PM Link | Quote
If you ever wanted to have your own sprite generators, here they are:

Normal Shooter

The Normal Shooter is based on Mikeyk's disassembly, there are four types:

-A normal shooter
-A shooter that doesn't generate smoke
-A shooter that keeps generating sprites even if Mario is standing next to the shooter
-A shooter that is the same as above but without smoke

Normal Launcher

This is the first disassembly of the Torpedo Ted Launcher, there are four types:

-A normal launcher
-A launcher that doesn't show the hand
-A launcher that doesn't generate sprites if Mario is near
-A launcher that is the same as above but without showing the hand

These sprite generators, like their name implies, can only generate normal sprites.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6289 days
Last view: 6289 days
Posted on 11-14-06 07:04 PM Link | Quote
Woo hoo! Bob-omb and Goomba generating pipes shall be mine.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6289 days
Last view: 6283 days
Posted on 11-15-06 10:26 PM Link | Quote
Originally posted by Davros
If you ever wanted to have your own sprite generators, here they are:

Normal Shooter

The Normal Shooter is based on Mikeyk's disassembly, there are four types:

-A normal shooter
-A shooter that doesn't generate smoke
-A shooter that keeps generating sprites even if Mario is standing next to the shooter
-A shooter that is the same as above but without smoke

Normal Launcher

This is the first disassembly of the Torpedo Ted Launcher, there are four types:

-A normal launcher
-A launcher that doesn't show the hand
-A launcher that doesn't generate sprites if Mario is near
-A launcher that is the same as above but without showing the hand

These sprite generators, like their name implies, can only generate normal sprites.


Wow, this is really a nice new addition, thanks Davros.

I remember a SMW hack that had some generators for sprites like Grinders and Fuzzies (I know it was either Anikiti or KT, or possibly both that had custom sprite generators in their hacks). I have a question though, can these generators be used with line guided sprites, such as the line guided Grinders and Fuzzies, the line guided platforms that are always moving, and both kinds of chainsaws that are line guided?

If so, now this would work wonders for a future level of mine (basically, if I can get left and right movement blocks to act like part of a fence (preferably the top, but that's just me), I could have a line guide right above it, and make it sort of like the conveyor ropes found in one of the Donkey Kong Country 3 levels), sometime after I plan to eventually release my second demo of my hack.

BTW, Davros, just wondering, but would you possibly be able to use the ASM data for Yoshi's fireballs to make a custom block that can only be broken by those fireballs? I don't need this kind of block right now in my hack (I really could use such a block, much later), but it would be nice to try out, just for experimental purposes.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6289 days
Last view: 6283 days
Posted on 11-15-06 10:27 PM Link | Quote
Originally posted by Davros
If you ever wanted to have your own sprite generators, here they are:

Normal Shooter

The Normal Shooter is based on Mikeyk's disassembly, there are four types:

-A normal shooter
-A shooter that doesn't generate smoke
-A shooter that keeps generating sprites even if Mario is standing next to the shooter
-A shooter that is the same as above but without smoke

Normal Launcher

This is the first disassembly of the Torpedo Ted Launcher, there are four types:

-A normal launcher
-A launcher that doesn't show the hand
-A launcher that doesn't generate sprites if Mario is near
-A launcher that is the same as above but without showing the hand

These sprite generators, like their name implies, can only generate normal sprites.


Wow, this is really a nice new addition, thanks Davros.

I remember a SMW hack that had some generators for sprites like Grinders and Fuzzies (I know it was either Anikiti or KT, or possibly both that had custom sprite generators in their hacks). I have a question though, can these generators be used with line guided sprites, such as the line guided Grinders and Fuzzies, the line guided platforms that are always moving, and both kinds of chainsaws that are line guided?

If so, now this would work wonders for a future level of mine (basically, if I can get left and right movement blocks to act like part of a fence (preferably the top, but that's just me), I could have a line guide right above it, and make it sort of like the conveyor ropes found in one of the Donkey Kong Country 3 levels), sometime after I plan to eventually release my second demo of my hack.

BTW, Davros, just wondering, but would you possibly be able to use the ASM data for Yoshi's fireballs to make a custom block that can only be broken by those fireballs? I don't need this kind of block right now in my hack (I really could use such a block, much later), but it would be nice to try out, just for experimental purposes.
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6281 days
Last view: 6281 days
Posted on 11-16-06 05:36 PM Link | Quote
Originally posted by Knight of Time
I have a question though, can these generators be used with line guided sprites, such as the line guided Grinders and Fuzzies, the line guided platforms that are always moving, and both kinds of chainsaws that are line guided?


Yes, they can be used to generate those sprites.

Originally posted by Knight of Time
BTW, Davros, just wondering, but would you possibly be able to use the ASM data for Yoshi's fireballs to make a custom block that can only be broken by those fireballs? I don't need this kind of block right now in my hack (I really could use such a block, much later), but it would be nice to try out, just for experimental purposes.


Shouldn't that be done in the ASM hacks / Custom Blocks / Custom Sprites Requests thread? I don't have much knowledge in that area and it's highly unlikely that I would do that.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6289 days
Last view: 6283 days
Posted on 11-16-06 06:30 PM Link | Quote
Originally posted by Davros
Originally posted by Knight of Time
I have a question though, can these generators be used with line guided sprites, such as the line guided Grinders and Fuzzies, the line guided platforms that are always moving, and both kinds of chainsaws that are line guided?


Yes, they can be used to generate those sprites.

Originally posted by Knight of Time
BTW, Davros, just wondering, but would you possibly be able to use the ASM data for Yoshi's fireballs to make a custom block that can only be broken by those fireballs? I don't need this kind of block right now in my hack (I really could use such a block, much later), but it would be nice to try out, just for experimental purposes.


Shouldn't that be done in the ASM hacks / Custom Blocks / Custom Sprites Requests thread? I don't have much knowledge in that area and it's highly unlikely that I would do that.


Sorry, my mistake about making a custom block request here, I didn't mean to post the request in the wrong topic.

'looks a little embarrassed'

Anyway...

davros, can you possibly make a sped-up version of either of the two line guided platfoirms, so that they would go at a medium or fast speed (like the yellow and red line guided platforms in Yoshi's Island, respectively), please? Faster line guided platforms may really help in the sky world later on in my hack.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6282 days
Last view: 6281 days
Posted on 11-17-06 03:16 AM Link | Quote
So, what exactly handles the routine of "If Mario's close to the sprite, don't shoot"?
Because if it could be combined with some stuff based on Boo's Actions, I think we could make a functional NPC.

Imagine a Toad that follows you, but stops when he's close to you, and when you press up while you're in front of him, display message #1. That'd be great for such plots as.. You know, the Koopas reign the town, and everybody's panicing.
Critical Phlogus

Red Goomba


 





Since: 11-17-06

Last post: 6306 days
Last view: 6310 days
Posted on 11-25-06 10:34 PM Link | Quote
Ive always wanted to request this: Autobomb from SMB2. Setting the sprite it generates lets you generate any 16x16 sprite while the Autobomb is moving. You can set the extra bit so you can stand on it or leave it clear to make it die in one single jump.

Also,

Big Steelie generator. A generator for the giant bowling balls from SMW Bowser Battle. In case nobody knows its sprite A1. If this is possible, it can be really great.
x1372

Goomba








Since: 07-03-06

Last post: 6300 days
Last view: 6281 days
Posted on 11-26-06 03:08 PM Link | Quote
The problem with those bowser balls (and the iggy/larry balls) is that they don't react to standard platforms. As you might know, you can place them anywhere in a level but they fall straight down, through any floors or platforms. Making them relevant would take a lot of ASM hacking and sprite disassembly, unless you wanted just a "rain" of those balls from a specific point. If that was the case I think the "normal shooter/launcher" just a few posts above would take care of that nicely.

Additionally, I have another sprite request if possible. I'd like a sprite that stays with mario, following the screen. Every x seconds, it determines an angle to shoot itself at mario, based on their relative x and y positions, and then flings itself in that way, forcing mario to move. Basically this would be an obstacle that would interefere with mario's timing of other things.

*Edit* huh, guess I hadn't played around with it enough to figure out that height thing, thanks smallhacker

*Edit2* Yeah, smallhacker's definitely right. If you place the ball below that magic line it just falls straight down though.


(edited by x1372 on 11-27-06 07:51 AM)
(edited by x1372 on 11-28-06 05:13 AM)
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