(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-01-24 10:32 PM
0 users currently in SMW Hacking.
Acmlm's Board - I3 Archive - SMW Hacking - Sprite Tool, public test release New poll | |
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23Add to favorites | Next older thread
User Post
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

Last post: 6282 days
Last view: 6281 days
Skype
Posted on 07-16-06 05:11 AM Link | Quote
halp y r my grafix all scrud up?????????// i trid to fix dem n nuthin workd!!!!!!!!!!!!!!!


...</blatantnoobishness>

I'm in love with this thing already, Mikey. Absolutely excellent work.
Might be a good idea to tell what graphics they replace though. (Unless it does, and I'm just being stupid and missing it. )

edit: smiley


(edited by Bloodstar on 07-16-06 04:12 AM)
purplebridge001

Micro-Goomba


 





Since: 12-11-05

Last post: 6492 days
Last view: 6492 days
Posted on 07-16-06 05:28 AM Link | Quote

Awesome job, mikeyk!

Will you add command line support?
Like this: sprite_tool.exe [ROM FILE NAME] [SPRITE LIST]

Because it is difficult to input these filenames every time after executed.
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6381 days
Last view: 6317 days
Posted on 07-16-06 08:22 AM Link | Quote
Awesome. I inserted all needed sprites and it works like a charm. Thank you so much mikeyk.
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
Last view: 6290 days
Posted on 07-16-06 11:13 AM Link | Quote
purplebridge001: here's what i have done to avoid typing things everytime...

i have a file filenames.txt that is just:
smw.smc
sprites.txt

I also have a sprite_tool.bat that is just:
sprite_tool.exe < filenames.txt
smw.smc

running sprite_tool.bat will insert all the sprites and then launch the rom.


edit:
Bloodstar: not all sprites have tilemaps that have been decided on. the ones that have been decided on, have exgfx files included for them in the "tilemaps" subdirectory. Here are the slots they use if you want to use them.
SP3: hammer_bro.bin, giant.bin
SP4: mario2.bin
the tilemappings for sprites that arent in these files may change in the next week. when they are decided on, more exgfx files will be included in the tilemaps subdirectory.


(edited by mikeyk on 07-16-06 10:29 AM)
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6381 days
Last view: 6317 days
Posted on 07-16-06 11:51 AM Link | Quote
Umm, I got a problem. The sprites aren't compatible with d4s' HDMA kit. They disappear behind the background because of the layer priority.
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
Last view: 6290 days
Posted on 07-16-06 12:52 PM Link | Quote
i've set the tilemaps for the classic goomba, venus trap, venus upsidedown trap, poison mushroom, donut block, and roto disc. If you redownload, you'll find exgfx files in the tilemaps subdirectory.

I still haven't set the final tilemaps for the crab, para beetle, and sideways piranhas. I'm open to suggestions as to where you guys think they fit.

Ice Man: if you send me a ips with the hdma kit installed, i may be able to play around and fix your issue. when does the original game use the layer priority? i thought i handled this in custom sprites the same way the game did regular sprites, but maybe i'm wrong
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

Last post: 6283 days
Last view: 6281 days
Posted on 07-16-06 01:01 PM Link | Quote
OK... Will you be adding more tutorials as time goes on? I have a specific sprite I want to create, and now I can get part of it working, but... it's supposed to be an elevator-type sprite. just download and play Kirby Super Star, and play the great cave offensive, and you'll know what I mean. What I would like to know is, is there any way to make mario stand on two different parts of the sprite, and is there any way to find out which kind of block is at a given tile at any time?

Nevermind hte second question, I figured the answer out.
Stephan Reiken

Blipper








Since: 11-17-05

Last post: 6289 days
Last view: 6283 days
Posted on 07-16-06 01:57 PM Link | Quote
Can you tell me where the Tilemap data is located for these Sprites?
Mozeki

160








Since: 03-17-06
From: NY

Last post: 6464 days
Last view: 6464 days
Posted on 07-16-06 02:13 PM Link | Quote
Originally posted by Stephan Reiken
Can you tell me where the Tilemap data is located for these Sprites?


Yes, please cause inserting the sprites are easy now finding the place in the tilemap for them is heckahard. I'll just wait for another update.

EDiT: The lemonade dude found a problem with his p.c and trasm.
Originally posted by The lemonade dude

Shit . TRASM is not compatible with the most faster PC on my house . I need to use the slowly one . Can someone help me so it can be compatible?




(edited by Soulblader88 on 07-16-06 01:19 PM)
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

Last post: 6283 days
Last view: 6281 days
Posted on 07-16-06 03:23 PM Link | Quote
Originally posted by Stephan Reiken
Can you tell me where the Tilemap data is located for these Sprites?


Right in the beginning of the sprite's .ASM code.
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 07-16-06 03:39 PM Link | Quote
Originally posted by mikeyk
-filenames are automatically prepended with ./ so you should just be able to type in the filenames for the rom and spritelist. people that had trouble before, does this fix it?

That should help, but you won't be able to use absolute paths anymore. Normally if you don't specify any path ("." means the current path), it should use the path the program is in.

Originally posted by mikeyk
Ice Man: if you send me a ips with the hdma kit installed, i may be able to play around and fix your issue. when does the original game use the layer priority? i thought i handled this in custom sprites the same way the game did regular sprites, but maybe i'm wrong

IIRC, some of the original sprites had to be patched for the same problem with the HDMA kit.
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6297 days
Last view: 6282 days
Posted on 07-16-06 04:25 PM Link | Quote
Question: I'd like to make the Giant Spiny be 32x32 pixels. How would I edit the ASM file to allow for this?
Yoshi Master

Shyguy








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

Last post: 6295 days
Last view: 6292 days
Posted on 07-16-06 05:37 PM Link | Quote
I have found a problem with the donut lift blocks:

When standing on them they work as they should:


However, when mario walks of of one before it falls it changes what block it actually is:


Is this fixable?
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
Last view: 6290 days
Posted on 07-16-06 06:33 PM Link | Quote
Sukasa: I will try to add more tutorials at time goes on. I haven't had a chance to play the kirby game yet, so i'm not exactly sure what you're trying to do. I don't think there's a straight forward way to make mario stand on two different parts of a sprite, but i think it could be done with a bit of thought (call the routine to interact with mario, change the sprite's position, call the interaction routine again, change the sprite's position back)

Stephan Reiken: if you want to edit the mapping of a sprite look for TILEMAP in the .asm file. As Sukasa said, it's usually near the top (by next release I'll be sure that's the case for all sprites). Make sure you only change the values (don't add or remove any).

HH: Hopefully this makes it so you don't have to type absolue paths. I could change it so it doesn't prepend ./ if the second character of the user's input is a colon.

Ice Man: Based on what HH said, I'd guess you could fix the problems by removing the line "ORA $64" from each .asm file

Techokami: In the .asm file you could change the values in HORIZ_DISP and VERT_DISP tables. You'd also have to change so Tweaker bytes in the .cfg file

Yoshi Master: did you edit donut_lift.asm like it said in the readme?
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6381 days
Last view: 6317 days
Posted on 07-16-06 06:58 PM Link | Quote
I removed it in the venus.asm but then i get an error, that the file couldnt be compiled... I also have probs inserting the donut blocks. I did everything in the readme, but I have two questions, since those things are confusing me.

1st: $0534 is the position where the block should be, but is this hex or dec?
2nd: Which offsets do I have to choose for the block, since you used 2 different ones.

//copied from donutblk.asm//

; 9. Compile this block and use it in block tool. Set Above offset to 0, and all
; others to -1. Make sure you insert it into the map16 location that you specified in
; the sprite code. Remember that block tool uses decimal numbers rather than hex.

//end//

//copied from donutblk.txtt//

Above Offset: 328
Reloc Offsets: A,1A5,
All Other Offsets: -1

//end//

Which one to choose?

Thanks for the help.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6289 days
Last view: 6289 days
Posted on 07-16-06 07:09 PM Link | Quote
Is anyone else having trouble figuring out proper sprite memory settings for some of these sprites? I can't seem to find one that will allow a fire-breathing Dino Rhino to be on the screen with anything else without making the other enemies turn invisible...
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
Last view: 6290 days
Posted on 07-16-06 07:16 PM Link | Quote
Ice Man:
If the line that ORA $64 is on has a label (like NO_FLIP), don't delete the label. I

1. the block number is in hex (in tricks, $ indicates a hex value)
2. crap... i never meant to include donutblk.asm in the release. the instuctions in donutblk.asm are outdated and are not for the donut sprite included with sprite tool. Your best bet is to delete that file and pretend that you never saw it.

icegoom: maybe this is why nintendo scrapped it. i didn't really do any testing with that sprite, just added the flame.


(edited by mikeyk on 07-16-06 06:19 PM)
Yoshi Master

Shyguy








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

Last post: 6295 days
Last view: 6292 days
Posted on 07-16-06 07:17 PM Link | Quote
Oh, god. I can't believe I missed that! Thanks mikeyk!
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6381 days
Last view: 6317 days
Posted on 07-16-06 07:23 PM Link | Quote
Alright, I deleted the line ORA $64 in venus.asm without deleting the label. Compilation was fine, but nothing changes.
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 07-16-06 08:21 PM Link | Quote
Originally posted by mikeyk
HH: Hopefully this makes it so you don't have to type absolue paths. I could change it so it doesn't prepend ./ if the second character of the user's input is a colon.

Or if the first two characters of the path are backslashes. That way network paths like \\192.168.0.42\blah\sprites.txt will work.

I still don't get why prepending is necessary though.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23Add to favorites | Next older thread
Acmlm's Board - I3 Archive - SMW Hacking - Sprite Tool, public test release |


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.018 seconds; used 443.41 kB (max 576.23 kB)