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Acmlm's Board - I3 Archive - SMW Hacking - Sprite Tool teaser screens | New poll | | |
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mikeyk Shyguy Since: 02-22-06 Last post: 6595 days Last view: 6440 days |
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The major part of sprite tool is done, and I have some people testing it at the moment. Here's some screens of some sprites that are included...
There's a few more that aren't pictured, but these are the sprites that will probably be included in the first public release. To save a few questions, that should be in a few weeks. |
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Deleted User Banned Since: 05-08-06 Last post: None Last view: 6432 days |
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Do you have a complete understanding of everything that goes on in roms? Muchly more, this rom? It seems like you can practically do ANYTHING in it. It must've taken extensive reprogramming.... | |||
Davros Porcupo So much for unlimited power. :P Since: 03-16-06 From: Maquila Beach Last post: 6432 days Last view: 6432 days |
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WHOA!
Those are the wootest sprites I have ever seen in SMW. Mikeyk, you can make anything posible with sprite hacking. I applaud you for your extensive hard work. *rates Mikeyk a 10* |
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Kailieann Since: 11-18-05 Last post: 6432 days Last view: 6432 days |
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Okay, this has been bugging me for a while.
Are the donut lifts coded purely as sprites? 'cause I would think that would cause an assload of lag if you put a bunch of them on the screen at once. If you haven't already done so (and if you have, feel free to ignore me), you should consider adding a block that spawns the donut lift sprite when Mario stands on it for however long, which I'm pretty sure is how it worked in the original games. |
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MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6432 days Last view: 6432 days |
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I was under the impression that the lag involved in having many sprites on the screen was related to the amount of code required to handle them (collision detection, movement code, etc). But donut lifts are stationary most of the time and maybe one or two will be moving in position at any given time b/c they only move when Mario is standing on them or when they are falling. Though I agree that making them as tiles that turn into sprites would be way less overhead. | |||
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: 6433 days Last view: 6432 days |
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Well, the code would slow down a lot, as they'd all be checking for mario's collision with them every frame. they don't need to move to slow down SMW. | |||
mikeyk Shyguy Since: 02-22-06 Last post: 6595 days Last view: 6440 days |
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The donut lifts are blocks that turn into sprites. That's how they've been since I released the code here http://home.comcast.net/~dkaminski/disasm/dis.html, but now they're significantly easier to insert with sprite tool. | |||
R0xm2n Goomba Since: 06-04-06 From: Begind you Last post: 6448 days Last view: 6438 days |
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Mikey, you are a g0d among men.
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Rain Man Paragoomba Since: 11-18-05 Last post: 6567 days Last view: 6567 days |
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What other sprites are included that aren't pictured? *hopes for a Fire Brother*
This looks so cool. Can't wait till a release. |
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The Kins Hoarder Since: 11-18-05 From: Hurf. Last post: 6446 days Last view: 6432 days |
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JESUS FUCK CHRIST!!!
Here's the kicker though: How easy is it to place new sprites in levels? |
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Surlent Koopa Back to the roots Since: 11-18-05 From: Berlin, Germany Last post: 6444 days Last view: 6444 days |
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I'm even more impressed about the Rotodiscs. Aren't they just modified Ball 'N Chains, since the chain of these sprites doesn't affect Mario's movement anyway ?
Also the ball itself is smaller than the Rotodisc. Anyway, I have no clue in pure ROM/ASM hacking at all, but how does the game keep track if a Donut Lift already fell down or if it still is in place ? As for question-, turn blocks and coins there probably are flags which check if it got destroyed/picked up (?), I'm not sure. And can enemies cross Donuts Lifts normally or do they act like air for them ? (edited by Surlent on 07-02-06 08:31 AM) |
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Pac Bandit Free Ice Man! Since: 11-18-05 From: Ireland Rate me Last post: 6432 days Last view: 6432 days |
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I was sent a beta of Sprite Tool in its command line form by mikeyk last week, and it's incredibly easy to use and insert the sprites. Great work again, mikeyk.
*agrees with Rain Man* |
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The Kins Hoarder Since: 11-18-05 From: Hurf. Last post: 6446 days Last view: 6432 days |
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Originally posted by peter_acThat is a fantastic deal of information Peter! I feel educated... (hint: how easy this is to use is directly linked to the chances of me working on Ninji Saga 2 again) |
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Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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Originally posted by peter_ac Actually, it's not a command line program (even though mikeyk states that it is in the readme). A command line tool is used by opening a DOS console, jumping to the directory the program is located in and typing "sprite_tool smw.smc sprites.txt". However, Sprite Tool asks for the file names and lets you input them, giving it a GUI, Graphical User Interface (as opposed to CLI, Command Line Interface). *Ehem* Sorry about that. Anyway. Sprite Tool is pure pwnage. I hope that it's released soon so all of you can enjoy it. |
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Shiryu Gungun Since: 02-24-06 Last post: 6434 days Last view: 6432 days |
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0_0 WHOAHMIGOD!!!
It makes me want to return to SMW hacking... If that can make bosses too, you are almost a god (edited by Shiryu on 07-02-06 09:17 AM) |
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Pac Bandit Free Ice Man! Since: 11-18-05 From: Ireland Rate me Last post: 6432 days Last view: 6432 days |
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Originally posted by The KinsOriginally posted by peter_acThat is a fantastic deal of information Peter! I could take the time to explain how it works as it is, but it's likely to work differently when it has a GUI. Basically, it just runs by referring to an external text file which contains the path to the sprites and which slot to use. But as I said, it will probably be a lot more user-friendly when mikeyk releases it. Another thing that makes this awesome, is that you can insert up to 200 extra sprites without overwriting any of the old ones. |
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Rain Man Paragoomba Since: 11-18-05 Last post: 6567 days Last view: 6567 days |
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200 extra sprites? Without overwriting old ones?
This is gonna create some intresting SMW hacks. And you can create your own sprites? How much knowledge will you need to do this? |
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Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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Originally posted by Rain Man Of course. Otherwise, it would be pretty useless. Originally posted by Rain Man All you need to know is ASM and how sprites works. |
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Rain Man Paragoomba Since: 11-18-05 Last post: 6567 days Last view: 6567 days |
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Originally posted by SmallhackerOriginally posted by Rain Man It wasn't a question, it was a show of excitement. Although it is rather hard to tell over the internet. |
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Pac Bandit Free Ice Man! Since: 11-18-05 From: Ireland Rate me Last post: 6432 days Last view: 6432 days |
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Originally posted by SmallhackerNot really. It also lets you create modifications of original sprites, like you could in MWR or Tweaker, and insert them as brand new sprites. I know very little ASM, and I found it simple to make them.Originally posted by Rain Man (edited by peter_ac on 07-02-06 11:05 AM) |
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Acmlm's Board - I3 Archive - SMW Hacking - Sprite Tool teaser screens | | |