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Acmlm's Board - I3 Archive - SMW Hacking - Sprite Tool teaser screens | New poll | | |
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Chris Spiny Since: 11-17-05 Last post: 6540 days Last view: 6540 days |
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It's great to see that something great is happening ... I'm really happy that this is all coming along well. | |||
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: 6431 days Last view: 6430 days |
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Maybe giant ? blocks, and bricks? Dunno how well those would work... but damn, this thing might just warrant me to FINISH A HACK. | |||
wirtzzz Newcomer Since: 01-14-06 From: Tracadia NB Ca Last post: 6659 days Last view: 6659 days |
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Woah! That is just amazing!
Im sure its so amazing that ill be not smart enough to use it! anyways great job. Damn i got to find back my hack again its pretty done since like a year. Damn i remember that the first post i saw of you was the one about already making flying shell sprites and stuff. Damn your the most spontanious and amazing hacker here. THX THX THX I just hope my stupidity wont be so extreme that ill not be able to use the program! LOL |
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mikeyk Shyguy Since: 02-22-06 Last post: 6594 days Last view: 6439 days |
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i'll post responses to a few other posts later, but the one from Bloodstar got me thinking. Earlier I had the thought to make a giant ? with blocktool, and I was wondering why no one has ever made them. I guess they wouldn't bounce up, but it seems like something that would've been done by now. | |||
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: 6431 days Last view: 6430 days |
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Hmm... another idea. Maybe mushrooms that count for more than one 1-up, as seen when scanning some cards in SMA4? I'm not all that fond of the fact that 3-up moons are stationary... | |||
Someguy Tooky Since: 11-17-05 From: West Virginia-USA Last post: 6436 days Last view: 6430 days |
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Originally posted by Yoronosuku I have no idea how the creation of these sprites work, but he was able to create a donut block, which has colision with Mario on the top. A chomp rock would probably require atleast some amount of custom coding, but could perhaps be made simply by having a 32x32 or such sized sprite that moves to the left or right when Mario is moving that direction and is against it, but we can't forget the standing on top of it or rolling down hills. However from what I see here I'm pretty sure it's atleast way easier. I want to know how that crab who's name escapes me right now works, does it go angry and get flipped over like Mario Bros or is it a simple demonstration of an enemy who harms you if you jump on top of it? What is changed via the program and what is done via the asm files? So many questions..... edit: It probably can't but is there any chance it would be able to edit those "special" sprites like Mario's fireballs and the special effects, so that you could, say, modify the code of the fireball to act like the hammer bros hammer movement wise, or make a Volcano Plant's spitout fireballs act differently? (edited by Someguy on 07-03-06 05:17 AM) |
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Rain Man Paragoomba Since: 11-18-05 Last post: 6566 days Last view: 6566 days |
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How about a picture of the actual program? | |||
spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6430 days |
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Originally posted by mikeykThat's because Blocktool only works with 16x16 tiles. You could make a giant block, but you won't be able to make it all work. |
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Yoshi Master Shyguy Since: 11-18-05 From: That one place. Last post: 6444 days Last view: 6441 days |
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*Punches oneself until bleeding from ears* God, help me! I would actually pay for a program such as this, but don't count on it. This actually convinces me to continue beta mario world. I've just been having a hard time working on my other hack. Good fucking job!
Edit: You should really start on chain chomp, then I would do all you command me to! (edited by Yoshi Master on 07-03-06 07:54 PM) |
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ZTaimat 260 Since: 11-19-05 Last post: 6497 days Last view: 6432 days |
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*JUST gets back in the SMW hacking mood, and comes here 1st*
.... ... .. . uhhhh.... ... ... jhregfiegoifbejyghdghihudhighifudghiushgihfdshgsjdfhgkjshdgjfsdghfJFG!G!JG!JG!J!G!!!!hgfd!! !!!KDGJFSHG!!! !!!! [/mindless spam] now if we translate that... JESUS FUCKING CHRIST GOD NO!! I CANT BELEAVE IT!! ALL HAIL MIKEYK! ALL HAIL!! AAAAAAAAAALLLL HAAAAAAAAAAAIIIIIIIILLLLLLLLLLLL!!! now that I'm done the mindless ranting... Can you make the bosses from new SMB for DS? If you do...... I'll bribe death to let you live until 3076. However, If you abandon this project... I'll hunt you down and ... uhhh... Young children and pregnent women probably shouldn't read this 'spoiler'. Spoiler:
I will pay death to take the day off, then I'll hunt you down and feast on your organs until the day is done when you can finally die Hope thats motivating! |
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Pas'ra'chilli Red Paragoomba Since: 01-23-06 From: Albuquerque Last post: 6504 days Last view: 6462 days |
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Wine glasses all around. Time for a toast to the awesomest hacker since FuSoYa. | |||
Billiards Koopa Red Paratroopa Since: 04-21-06 From: Far away from a carnival, one ride tried to kill me (no lie) Last post: 6638 days Last view: 6638 days |
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*foams at the mouth* I love that. You now offically pwn the universe | |||
spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6430 days |
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I'm not impressed at all!
*Checks calendar* Oops, wrong holiday! |
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S.N.N. wtf Since: 11-17-05 From: Ontario, Canada Last post: 6436 days Last view: 6431 days |
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Actually, a sprite you could make that doesn't sound like it would be too hard to make (compared to your other ones) would be a POW block, like in YI or SMB2. That would be pretty cool | |||
Xeruss Cukeman Since: 11-18-05 From: Oregon Last post: 6431 days Last view: 6431 days |
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If you haven't already, you should make the giant koopa... | |||
R0xm2n Goomba Since: 06-04-06 From: Begind you Last post: 6447 days Last view: 6437 days |
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A sprite I'd like to see, one of those spinning firewalls (from smb1 or zelda). You could just hack the ball and chain for that to work.
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mikeyk Shyguy Since: 02-22-06 Last post: 6594 days Last view: 6439 days |
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thanks for all the praise guys. sprite tool will be released soon in one form or another, just so it will never be one of those projects that dies in a corner. people wont have to come back months later and wonder what happened to it. i will at least release what the testers have been working with. as is it may not have the best interface, but it's not a hard one to use. that being said, i went back to the start of the thread and addressed all the questions that haven't been answered.
tristis: i don't understand everything in the rom, but i do have a good understanding of smw's sprite ram addresses and routines. if you have those and a talent for programing in assembly, sprite hacking is something that can come pretty easily. rain main: sprites not pictured: -missile bill -poison mushroom -one that will trigger the level end when all enemies are killed -one that will generate a key or keyhole when all enemies are killed kins: the sprites are placed in LM using the Add Sprite Manual dialog. (found by hitting INS while in sprite mode.) You use the extra bits to indicate a custom sprite. surlent: the roto discs are almost a copy of the ball and chain. as for the donut lift... the block turns into a sprite. the sprite counts the number of frames mario has been on it. if it reaches a threshold it falls down, never to be seen again. if mario gets off before the all begins, the sprite changes back into a block. they act just as they do in smb3 for other enemies... as blocks they can walk on them as normal, but when they are sprites they'll be like air. rain main: you can certainly create your own sprites. as peter said, theres a option of just inserting tweaked versions of existing sprites. as for true custom sprites, i will include a few tutorials with the release. they'll let you get your feet wet amd make some simple sprites, but you'll need to be confident with asm. there's MUCH more to worry about with sprites than there are for blocks. sniffly: the problem with the roto disc and yoshi has been noted but not fixed. i said earlier the roto disc was almost a copy of the ball and chain. turns out the original ball and chain had this same issue. i will certainly try to iron out this detail cirvante: no, i will not marry you. haha cpubasic13: yes... custom bosses. that was fun. davros: it's possible to have new sprites while keeping the old ones because of the extra bits mentioned above. if they are set, use the custom handler. if not, use the regular handler. knight of time: the sledge brother does cause the ground to shake and stun mario, but it's not perfect. mario can't move, but he can change directions, and if you press jump the sound effect will still play. i couldn't find any ram address that would freeze mario. someguy: according to http://www.themushroomkingdom.net/mariopedia/ the crab's name is... crab. it just walks at mario like a goomba. when it is stomped on, it gets mad and tries to flee (changes direction and increases its speed.) it's killed if stomped on again. spel werdz rite: i think the giant ? could be made with blocktool. i tried out a simplified version of what i was thinking: on the left, the yellow block is the custom block. the blue ones are just the standard "acts like 130". hitting the yellow block from below causes the screen on the left. maybe the giant ? would have to be made up of 4 custom blocks, but i think this shows it's doable. everyone that wanted a screenshot and explanation of the program: in the current state, all the average user has to do is make a text file and type in two file names. the text file is the sprite list, just pairs of sprite numbers and .cfg files (seen in the screen shot). The .cfg files are meant to be made by the people who code the sprites. The .cfg file has the 6 sprite property (tweaker) bytes along with the name of the .asm file that is to be used. This allows different version of sprites to be created from the same .asm file. for instance, the shy guy is ridable with one set of property bytes, and stompable with another. everything else seemed to be some sort of sprite request. right now i'm concentrating on other things, so i'm not working on any new ones. in the begining, you'll just have to be happy with the first 20+... that shouldn't be too tall of a request. |
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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: 6432 days Last view: 6430 days |
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MikeyK: Search the board for the "controller override" that I made. You can completely disable mario's controls with it by setting certain RAM addresses, and if you look over it and liek it, I'll send you the uncompiled ASM for it. | |||
mikeyk Shyguy Since: 02-22-06 Last post: 6594 days Last view: 6439 days |
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someguy:
i forgot to talk about the extended sprites. there's nothing in sprite tool to edit these. if you're interested in doing something manually, i can at least provide some information. 0x11D2B is the start location of the pointer table for the extended sprites (13 entries, 2 bytes a piece). check the ram list (starting at 7E170B) at smw central, i submitted the ram addresses that they use. sukasa: thanks, i'll take a look for it. i'll pm you once i give it a try. |
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Knight of Time Red Tektite Since: 11-18-05 From: Canada Last post: 6438 days Last view: 6432 days |
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A couple of other things I thought of recently:
One, mikeyk, just wondering, but would it be possible for you to make the two roto-disc sprite (you know, where two roto-disc circle around a certain point, like in the later fortresses in SMB3). Also, something else has me very curious. Are the custom sprites unusable in tide levels, and/or they unusable in levels with layer 3? I tested a few custom sprites on a tide level I am working on, and the level never loads (or crashes at the first point a custom sprite appears) unless the offending custom sprite(s) is/are removed. |
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Acmlm's Board - I3 Archive - SMW Hacking - Sprite Tool teaser screens | | |