(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 07:33 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
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: 6282 days
Last view: 6281 days
Posted on 07-25-06 05:24 PM Link | Quote
That's all handled by code

You need to do most of the work with ASM, not with the .cfg editor.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6289 days
Last view: 6283 days
Posted on 07-28-06 09:04 PM Link | Quote
Hi, I've got an important question I'd like answered please.

If someone wanted to make a request for a custom sprite made with Sprite Tool, would they be allowed to make the request directly in this topic, or would they have to make it in the stickified request ASM hacks/custom blocks topic?

Also, I noticed a couple of weird things regarding a couple of the custom sprites I successfully put into my hack.

Firsly, when using the triangular block in conjunction with a pipe on the wall the player climbs, if a sideways piranha plant is placed so that it comes out of the pipe, at times, when the player is climbing the wall with the triangular block, they get hurt by the sideways piranha plant just before they reach the pipe it's in, and I think on just one occasion, I noticed the player was able to run through the sideways piranha plant without being harmed while they were going up the wall.

Secondly, when using the Hammer Brother, I've noticed there are random times when it will jump down instead of up after throwing some hammers (they usually jump upward first). What causes this?

Thanks in advance.
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
Last view: 6290 days
Posted on 07-31-06 12:04 AM Link | Quote
I just finished up with Sprite Tool v1.2

+ After some careful planning and some major ASM work, I've added support for custom shooters and generators.

The difference between the two categories is not immediately obvious, so let me attempt to explain further. Shooters have a specific position, and usually spawn enemies at this single position. Examples from SMW are C9-Bullet Bill Shooter and CA-Torpedo Ted Launcher. Generators have no stored position and can spwan enemies across many screens. Examples in SMW are sprites CB-D9.

With this addition there are a few new rules for making a sprite list. Hopefully this isn't too confusing.
* Generators, found in the 'generators' subdirectory, must be inserted in slots D0-DF of the sprite list.
* Shooters, found in the 'shooters' subdirectory, must be inserted in C0-CF of the sprite list.
* Regular custom sprites, found in the 'sprites' subdirectory, must be inserted slots 00-BF of the sprite list.

+ I've added diagonal shooters that shoot up or down depending on y position, and left or right depending on first extra bit.


+ I've added a generic generator that acts like the original Eerie generator (sprite CB) but can produce any sprite or custom sprite. Here's a shot of it producing Para Beetles.


+ I've also added some regular custom sprites. First, a firebar. It uses three 16x16 tiles rather than six 8x8 ones. Please don't request this to be changed, as it would be more trouble than it's worth. Graphics for this are found included in 'roto (SP3).bin'


+ I've added smb3 style elevators: right, left, up, and multi-directional
+ I've added Block Tool platform blocks that spawn the above elevators


+ I've updated the tilemap for sideways piranhas. Graphics for the elevators and sideways piranhas can be found in 'pipe (SP3).bin'

There are some minor tweaks to some sprites:
+ The effect of the sledge bro's ground pound is now consistent with morton's
+ The level ending and key generating sprites should now work with all sprite memory settings
+ Tweaker values for the boomerang are no longer hardcoded in boomerang_bro.cfg
+ Tweaker values for the ridable egg are no longer hardcoded in birdo_w_rideable_egg.asm
+ Tweaker values for the donut lift are no longer hardcoded in DONUTBLK.BIN


Knight of Time: You can post requests here. I'd prefer them to be original ideas for sprites, but I'll listen to anything as long as they're not enemies from SMB3. The hammer brother is supposed to jump up and down at random. If it seems to jump up more often, then that's the problem I may look into fixing. I'll check out the sideways piranha bug when I have a chance.
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 07-31-06 12:59 AM Link | Quote
Nice work on the update
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6292 days
Last view: 6282 days
Posted on 07-31-06 01:08 AM Link | Quote
this is very amazing stuff

i'm so glad you're still making such consistent updates!
Blue Warrior

Mole








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

Last post: 6283 days
Last view: 6282 days
Posted on 07-31-06 03:22 AM Link | Quote
Wow, excellent work. I'll definitely be using these sometime.

Also, I got a request: could you/someone make a fire brother? It'd just be cool to have the whole trio bros in a hack.
x1372

Goomba








Since: 07-03-06

Last post: 6299 days
Last view: 6281 days
Posted on 07-31-06 03:39 AM Link | Quote
Amazing stuff Mikeyk. I can't wait to see what can be done with custom shooters.

I hesitate to ask for some somewhat standard sprites, but here goes. I'm certainly not expecting to see all of these in any way, I'm just throwing some ideas out there.

I'd like to see Poochy and the Penguins from Yoshi's island if possible. Poochy alone offers many interesting level possibilities, and the penguins could make very interesting obstacles/springboards if handled properly. Poochy would essentially be a 16 pixel tall mega mole who jumps when he reaches a wall and who either follows you or if you're riding him runs in the direction you're facing (runs faster than the mega mole too). The penguins would bounce mario away if he touched them without hurting him, and wouldn't be vulnerable to anything except thrown enemies. Perhaps yoshi could eat them and spit them out in a new area to get an "enemy bounce" jump off the penguin without killing it.

I'd also like to have a black (or maybe gold) pow that acts like hitting a blue pow and a silver pow at the same time. Alternately, blue and/or silver pows that mario CANNOT pick up.

I don't know whether this would work better as a block, but a super springboard (Lost levels) could make for some interesting possibilities. I'm not too sure how well that sort of thing would work with scrolling or blocks above it though - either the level wouldn't keep up or mario's acceleration might fling him through ceilings to his death or something.

generatiors that make "wind" such as found in lost levels and DKC2 could have an interesting change of pace, especially if there's different variations (alternating left and right, random, etc.) Additionally, a wind "shooter" could be used as a variant for with a boss (think the tree boss from the Kirby series).

A boo that, when mario looks at it for 10 game ticks, gives up the peek-a-boo routine and goes after mario despite the direction mario faces would make boos more interesting.

A "auto-scroll" sprite that only makes layer 2 scroll while allowing Mario to go at any speed on layer 1 (IE not act like a moving level, where you're stuck on whatever part of the stage). One idea I have for this is a moving wall of spikes that moves at a constant speed and forces progress while allowing the player to outrace it. (Idea out of Kid Chameleon - anyone who's played the bloody swamp knows what I'm talking about)

"Layer 2 smash" sprites that move horizontally for vertical levels.

A sprite that ignores mario when he's walking or standing still but if while within a certain distance from it mario jumps or runs it attacks him.

I realize I'm not terribly creative with my ideas, but maybe one or two of them are something both possible and interesting that will become useable sprites.
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6395 days
Last view: 6395 days
Posted on 07-31-06 05:14 AM Link | Quote
after I've inserted the firebar my ball 'n chain tilemap was messed up

Edit: the tilemap seems to be pointed to a wrong location
x15A00 [60 5C 41 8B]


(edited by ghettoyouth on 07-31-06 04:14 AM)
(edited by ghettoyouth on 07-31-06 04:41 AM)
Bloyburt

Red Goomba








Since: 11-20-05
From: Qrrbrbirlbel

Last post: 6471 days
Last view: 6471 days
Skype
Posted on 07-31-06 05:49 AM Link | Quote
I'm currently trying to make an edit of the hammer brother sprite and I was just wondering: What do you need to do to change what the hammer brother throws? Because I want to make a "Shell Brother" (A hammer brother that throws shells instead of hammmers), but I don't know where what I need to edit in the asm is. Could someone please tell me where the "Object thrown" value is?
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6282 days
Last view: 6281 days
Posted on 07-31-06 06:55 AM Link | Quote
Originally posted by Bloyburt
Could someone please tell me where the "Object thrown" value is?
This is all the help I can give you.

Awesome updates, mikeyk! Finally, a firebar! I think I might be able to use ExAnimation to make it look like 6 small fireballs.

EDIT: mikeyk, the new version gives the message saying tmpasm.bin is missing. I noticed another file in the folder called tmpasm.asm, so, assuming that you made a mistake, I renamed it and got it to run, but now it makes any level containing a custom sprite freeze the game.


(edited by peter_ac on 07-31-06 06:28 AM)
(edited by peter_ac on 07-31-06 06:41 AM)
Kailieann



 





Since: 11-18-05

Last post: 6281 days
Last view: 6281 days
Posted on 07-31-06 08:37 AM Link | Quote
Originally posted by x1372
Alternately, blue and/or silver pows that mario CANNOT pick up.


Custom block.
Should be pretty easy, too. Just set the pow timers and change to the next map16 block.
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6445 days
Last view: 6290 days
Posted on 07-31-06 09:17 AM Link | Quote
x1372: Glad to hear some ideas. Next time I'm bored I'll see if I can make a few of those.

ghettoyouth: Hmm... the folks at Nintendo were a bit sneaky here. They were using that portion of the ROM as code and data. I'll make sure I get a fix for this asap.

Bloyburt: There is no one value that you can change to get the hammer brother to throw a shell. but I'll consider making a shell bro in the future.

peter_ac: What was the exact error message? It may help to know how sprite tool works. For each sprite in the list, the sprite's asm file is copied to the main directory as tmpasm.asm. Tricks is then run on that file to produce tmpasm.bin. If you see tmpasm.asm in your directory but not tmpasm.bin, then something must have gone wrong with the call to to TRASM.EXE. Check temp.log for the output of Tricks. By just renaming tmpasm.asm to tmpasm.bin you inserted a text file into your ROM.
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6282 days
Last view: 6281 days
Posted on 07-31-06 10:07 AM Link | Quote
It just said couldn't open tmpasm.bin. Check that TRASM.EXE is in the same folder; or something like that. So I just copied the new sprites over to the folder of that previous version and it worked fine.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6289 days
Last view: 6289 days
Posted on 07-31-06 10:44 AM Link | Quote
Ooh! I'm very happy to see diagonal Bill shooters and firebars.

I'm getting some massive slowdown when I combine Firebars with jumping Podobo fireballs. I'm curious as to whether that's inherent to the Firebars somehow, or if it's just Blocktool acting up on my end. (I wasn't having problems before I replaced Ball 'n' Chains with Firebars, and Ball 'n' Chains are made up of more individual sprites)

Speaking of Podobos, would it be horibly difficult to code one that acts basically the same but doesn't overwrite Yoshi's head? I know it's kind of a special case sprite, so recoding it might be more trouble than it's worth.

EDIT: All right, checked things out by inserting fire bars into a clean ROM, and yup, there's definitely a slowdown issue in conjunction with podobos. Here's a patch if anyone needs to see it in action. This can be worked around, of course, but I'm just throwing it out there.


(edited by icegoom on 07-31-06 01:49 PM)
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6289 days
Last view: 6283 days
Posted on 07-31-06 10:54 AM Link | Quote
Originally posted by mikeyk
Knight of Time: You can post requests here. I'd prefer them to be original ideas for sprites, but I'll listen to anything as long as they're not enemies from SMB3. The hammer brother is supposed to jump up and down at random. If it seems to jump up more often, then that's the problem I may look into fixing. I'll check out the sideways piranha bug when I have a chance.


Hmm, wouldn't it be possible to make the hammer brothers jump up or down first depending on the extra bit set, and from there, have them always alternate their jumps (aka if they jumped up first, then they would jump down, then up, then down, etc)?

As for making a couple of sprite requests, I've got a few (can you also take requests for custom sprite commands? I'm really curious.)

First, could you possibly make a harmful, invincible sprite (be it either one block or two blocks in length) that bounces back and forth between either two horizontal surfaces, or two vertical surfaces? If so, I'd strongly prefer it to hurt even if the player spin jumps on it, that way, I could use it in my hack for bouncing electricity (think of the bouncing electricity in level 3 of Battletoads/Double Dragon).

Second, could you make a vertical version of the grey moving castle block, with the same range as the horizontal one, please? I may find them very handy in future castles in my hack.

Finally, could you make a vertical version of the non-line guided platform that moves to the right forever when you jump on it (sprite 5E) please? I'd really like to use such a custom sprite for a part of the sky castle I will eventually have in my hack, as in a part where this custom sprite would endlessly move up.

Anyway, thanks in advance.
Bloyburt

Red Goomba








Since: 11-20-05
From: Qrrbrbirlbel

Last post: 6471 days
Last view: 6471 days
Skype
Posted on 07-31-06 10:59 AM Link | Quote
I've managed to make a Shell Brother! Here's the differences from a hammer brother:
- Different Pallette
- Disappears in a puff of smoke
- Can't be killed by fireballs
To make the shells, I just changed the hammer GFX into shell GFX. There's a zip attached. Enjoy! Oh, and there's also a screen of it in action, too.

Attachments

Shell Bro.zip (8280b) - views: 45
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6283 days
Last view: 6281 days
Skype
Posted on 07-31-06 11:04 AM Link | Quote
mikeyk for president! uh... Internet President!
Omega

Mole








Since: 04-27-06
From: Los Angeles,CA

Last post: 6285 days
Last view: 6281 days
Posted on 07-31-06 12:19 PM Link | Quote
Originally posted by Bloyburt
I've managed to make a Shell Brother!

Very nice. Combined with a shell-less blue koopa, it would make one annoying son of a bitch combo .

Originally posted by Smallhacker
mikeyk for president! uh... Internet President!

You said it!
Bloyburt

Red Goomba








Since: 11-20-05
From: Qrrbrbirlbel

Last post: 6471 days
Last view: 6471 days
Skype
Posted on 07-31-06 01:04 PM Link | Quote
I've made another custom sprite - an egg brother! Here are the differences from a sledge brother:
- Different Pallete
- Disappears in a puff of smoke
- Takes 5 fireballs to kill
- Can't be killed with a cape
Once again, the egg is simply an alteration of the hammer GFX. See attachment for zip and screen.

Attachments

Egg Bro.zip (8113b) - views: 36
Pas'ra'chilli

Red Paragoomba








Since: 01-23-06
From: Albuquerque

Last post: 6355 days
Last view: 6313 days
Posted on 07-31-06 01:22 PM Link | Quote
Can you make some brothers who throw bombs? That's the sprite I'm dying to see.
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 0.022 seconds; used 452.17 kB (max 582.65 kB)