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

Shyguy


 





Since: 02-22-06

Last post: 6445 days
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Posted on 07-23-06 02:48 AM Link | Quote
yeah, you're free to modify the sprites as you see fit. it's very easy to change the clipping area of this one (there's a line, SIZE = $08) but you'd have to change the graphics routine a bit to make it look bigger
Sukasa

Birdo
Not quite as active as before.
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Since: 11-17-05
From: Somewhere over there

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Posted on 07-23-06 03:05 AM Link | Quote
That shouldn't be too hard. Resize that one to 48X48, with the bottom line being solid. I take it that $0C would be the 3-tile width setting then? $08 seems to be two, so it makes sense.

Yeah... It's sorta like the elevator style is Kirby Super star, 'cept it's not autonomous. if anyone else want is when I'm done, let me know in PM.

EDIT: I found a wierd bug with the hammer brother. Well, two. first of all, if you're using a PAR code such as 7E001901 in ZSNES, the hammer brother apparently crashes the game. I'll send you the .IPS for what I mean. The glitch continued until I restarted ZSNES.

Also, the second bug is that for some reason, after going back and forth 3 times in this one level, the hammer brother crashedhen he began executing.

Now, I think some of this may be related to ZSNES 1.42, since resetting didn't fix the bug, but the hammer brother seemed to caus ethe bur to start. when it crashed, layer 1 woudl be shifted a bit, and the game would freeze. Mario woudl also warp the the middle of the screen.


(edited by Sukasa + on 07-23-06 02:57 AM)
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
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Posted on 07-23-06 02:53 PM Link | Quote
I finally got mine to work, even though it took me a while to get it.
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
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Posted on 07-23-06 03:00 PM Link | Quote
Another update

* I took Bio's idea of having Birdo spit a rideable egg. If you use these you'll have to insert "egg.cfg" right after "birdo_w_rideable_egg.cfg".

* I updated the block portion of the donut lift. It's a start at Knight of Time's issue, but not a full fix. Everyone already using the blocks should reinsert, because other improvements have been made. Please note the reloc offsets have changed.

* I've included a new sprite, phanto, that will chase you if you are carrying a key. I'm not too happy with how this one turned out, but I decided to release it anyway.

* I've updated mario2.bin to include graphics for the egg and phanto


Sukasa: Does the game crash if you use any PAR code? or a specific one? I've been using them all the time in snes9x without an issue. The second bug you mentioned is not very clear. Let me know if these things persist, and if they do an .ips would be helpful for debugging
Sukasa

Birdo
Not quite as active as before.
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Since: 11-17-05
From: Somewhere over there

Last post: 6282 days
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Posted on 07-23-06 03:05 PM Link | Quote
I'll send you an IPS. Oh, and I was using the PAR code 7E001901 for testing purposes. And, the second bug just happened.. I don't have mouc mroe to say about it than that. Anyways, what I will do is remove the sprite from the level, and see if that fixes anyhting.
Solid Snake
Newcomer


 





Since: 06-21-06
From: Brazil

Last post: 6485 days
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Posted on 07-23-06 04:56 PM Link | Quote
mikeyk
I imputed in my hack the sprite levelender
but when i play the game with this sprite in level, the game freeze.
what is wrong?
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 07-23-06 05:03 PM Link | Quote
Originally posted by mikeyk
I have some good news to report... Sprite Tool is one step closer to having a GUI. The zip on the front page now includes a program for editing cfg files. It has a similar interface to Tweaker, but of course it's specialized for Sprite Tool. To go along with this, I also updated Tweaker. There are no new features, but the check box labels have been updated so there won't be inconsistencies between the two programs.


I noticed in this screenshot you have Don't Disable Clipping When Killed With Star enabled. That means if you have a Star you can keep hitting them as they die for mega points... is that what you intended?
ziratha

Koopa


 





Since: 11-19-05

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Posted on 07-23-06 05:08 PM Link | Quote
I wish I knew how to do all this... I tried to learn asm, but just couldn't get the hang of how one went from basic manipulation of registers to this... The tutorials in my oppinion just didn't help me. Oh well... I was thinking, maybe you could make a door/entrance that can only be opened when the key is being held, or some such similar thing...


(edited by ziratha on 07-23-06 04:09 PM)
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
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Posted on 07-23-06 05:23 PM Link | Quote
HH: It's the correct setiing, but the label "Don't Disable Clipping When Killed With Star" should probably be updated. That's just left over from MWR... who wrote that anyway? What it actually actually means is that the main sprite routine handles the "killed with star" behavior. It's only when you set it for a sprite doesn't have the "killed with star" behavior defined, that you can keep killing it for mega points. It's similar how the label "Don't Interact With Mario" really meant that the main sprite routine handles the interaction. I have a sneaking suspicion that this is the case for all the "Don't ..." labels.
Sukasa

Birdo
Not quite as active as before.
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Since: 11-17-05
From: Somewhere over there

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Posted on 07-23-06 06:38 PM Link | Quote
OK... in your tutorial, you mention 'normal sprite gravity'. How would I go about nullifying that for a sprite? Said sprite is supposed to float around in mid-air, and is supposed to be unaffected by gravity, lest he mess up... (he's a new level boss I'm making).
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
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Posted on 07-23-06 06:56 PM Link | Quote
There are actually a few subroutines that update positions based on its speed values. (Keep in mind that I'm not positive about the descriptions of these.)

The one mentioned in the tutorial was this one:
JSL $01802A - update x and y positions, applying gravity

I believe there are also the following two:
JSL $018022 - update x position, no gravity
JSL $01801A - update y position, no gravity

If you don't want gravity to apply I'd recommend using the bottom two routines rather than the top one.
Sukasa

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

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Posted on 07-23-06 08:04 PM Link | Quote
Thanks
Kailieann



 





Since: 11-18-05

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Posted on 07-24-06 08:14 AM Link | Quote
Originally posted by ziratha
I was thinking, maybe you could make a door/entrance that can only be opened when the key is being held, or some such similar thing...


This would be extremely easy to do with a custom block (such a block may already exist).

All you'd have to do is check the 'object held by Mario value', branch to end if it's not a key, and if it is a key activate the screen's exit.
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
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Posted on 07-24-06 09:05 PM Link | Quote
-It would be really cool if i saw chain chomps in my hacks-
Sukasa

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








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

Last post: 6282 days
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Posted on 07-25-06 12:41 AM Link | Quote
OK... MikeyK, in the .cfg editor, the "can't be killed by cape" and "can't be killed by fireball" labels in the same area as the palette text box and the GFX page selector are actually the two bits that control layer priority (0-3).
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
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Posted on 07-25-06 01:04 AM Link | Quote
The "can't be killed by cape" and "can't be killed by fireball" bits have nothing to do with the level priority. you control the layer priority by what you write to 0303,y. You should be using $15F6,x (not $166E,x) as the basis for what to write to 0303,y...

LDA $15F6,x ;<- this has the palette and graphics page info
ORA $64
STA $0303,y
Sukasa

Birdo
Not quite as active as before.
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Since: 11-17-05
From: Somewhere over there

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Posted on 07-25-06 02:02 AM Link | Quote
Yeah... but what I meant was that byte had the Palette and the GFX page bit from the "xyppccct" byte for the tile properties which was loaded and then put into $0303,y... Eh, my bad. Sorry.
Someguy

Tooky


 





Since: 11-17-05
From: West Virginia-USA

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Posted on 07-25-06 04:24 AM Link | Quote
Where's the EXE in the new zip? I can't get sprite tool running on this computer unless you stuck it's function somewhere inside the cfg editor.
Chunky
Newcomer


 





Since: 07-25-06

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Posted on 07-25-06 01:52 PM Link | Quote
wow really really cool
Blue Warrior

Mole








Since: 11-18-05
From: California
Activity: 60%

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Posted on 07-25-06 05:10 PM Link | Quote
Wow, this thing is just awesome. The existing sprites uploaded there are just what I needed, but even if it isn't there, I can just go ahead with the existing sprite editor and mess with it a bit. It's a win-win situation for me!

Only two things I can think of that would make this even better, and that'd be to insert the options of "Takes three jumps to kill" and "Enable goal event when killed"; that'd help for making custom bosses. Of course, those events probably can be easily created and I don't know it, but I still can't exactly consider myself to be an expert at SMW hacking, so I wouldn't know.

EDIT: Hey, look at me, I didn't even notice there was a config file that ended the level when all the enemies on a screen are killed. Well, that solves THAT problem.


(edited by Blue Warrior on 07-25-06 05:00 PM)
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