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Acmlm's Board - I3 Archive - SMW Hacking - Sprite Tool, public test release | New poll | | |
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Mozeki 160 Since: 03-17-06 From: NY Last post: 6614 days Last view: 6614 days |
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Originally posted by JJokerDude Nope, it's because you didn't move the folder with all the stuff you downloaded into your rom folder. Then take sprite tool, the program out of it and put that in the rom folder (Out of the folder you just pasted in the rom folder.) Now type in your rom's name with the .smc after that. Then for the sprite list type in Sprites.txt and you should be in goodwork. (edited by Soulblader88 on 07-15-06 04:40 PM) (edited by Soulblader88 on 07-15-06 04:41 PM) (edited by Soulblader88 on 07-15-06 04:41 PM) (edited by Soulblader88 on 07-15-06 04:42 PM) (edited by Soulblader88 on 07-15-06 04:42 PM) |
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JJokerDude Kabu Since: 11-21-05 Last post: 6647 days Last view: 6647 days |
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"The system cannot execute the specified program."
************ERROR************ couldn't open tmpasm.bin ********************************* Hahah... (edited by JJokerDude on 07-17-06 12:46 AM) |
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mikeyk Shyguy Since: 02-22-06 Last post: 6595 days Last view: 6440 days |
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I've updated the link, changes include:
-A Giant Spiny sprite (sprites subdirectory) -Giant Goomba and Giant Piranhas with updated tilemaps (sprites subdirectory) -A new ExGfx file for the giant enemies (tilemaps subdirectory) -A slightly updated readme (main directory) A note to anyone who may have issues: The directory structure and included files are provided how they are for a reason. If you move things around, Sprite Tool may not work. Your ROM and sprite list should be put into Sprite Tool's main directory before running the program. JJokerDude: Sprite Tool depends on Tricks Assembler. Make sure TRASM.EXE is in the same directory and that it can run on your system. Soulblader88: You have to use ExGfx for the sprites. The tilemaps are defined in the ASM file. If you need to change them, look there. (edited by mikeyk on 07-15-06 05:45 PM) |
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JJokerDude Kabu Since: 11-21-05 Last post: 6647 days Last view: 6647 days |
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Nope... TRASM.EXE is in the correct directory, but it isn't working... Damn. (edited by JJokerDude on 07-17-06 12:47 AM) |
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Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6432 days Last view: 6432 days |
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Originally posted by mikeyk |
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JJokerDude Kabu Since: 11-21-05 Last post: 6647 days Last view: 6647 days |
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Alastor haha I know what he said. (edited by JJokerDude on 07-17-06 12:48 AM) |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6439 days Last view: 6439 days |
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Originally posted by JJokerDude I was getting that when I wasn't typing in the full file names. It worked for me when I started typing "C:\spritetool\Super Mario World.smc" and "C:\spritetool\sprites.txt" instead of just "Super Mario World.smc" and "sprites.txt". Probably an annoying n00b question, but I'll throw it out there anyway: Is there any way for someone with no ASM knowledge to change the palettes? I looked at the tutorials and got a general idea of where palettes might be located under "JSR GET_DRAW_INFO" at $0303,y. I opened the .asm file in wordpad and went to that area to see if there was anything that looked like I might be able to change the palette value, but yeah, I don't understand what I'm looking at at all. You'd be completely justified in telling me to piss off and learn ASM for myself, but if there's a value I can change easily... See, I'd rather Birdo use a the variable eighth sprite palette instead of the yellow one: Yes, I could just change yellow the yellow palette into pink, but that would affect other sprites: (including feathers) |
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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: 6432 days Last view: 6432 days |
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Did you try ".\Super Mario World.smc" and ".\sprites.txt"? | |||
asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6434 days Last view: 6432 days |
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I just want to mention that you're insane, icegoom. You already took advantage of this and made custom graphics for the Birdo right away (although I expected no less). As for your question, there should be a way. I think. mikeyk probably just didn't label it. But don't think no one would be willing to help you; I'm sure that with your level of graphics hacking, almost anyone would see it as a privilege to help you. (edited by asdf on 07-15-06 07:49 PM) |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6533 days Last view: 6433 days |
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In reference to icegoom's problem...
*opens up sprites\birdo.asm* There's a line right at the top that reads: PROPERTIES dcb $45,$05 ;xyppccct format Change that to "dcb $41, $01". That will make Birdo use Mario's palette (palette 8). EDIT: If you want it to use palette E or F, use "$4D, $0D" (for palette E) or "$4F, $0F" (for palette F). (edited by SnifflySquirrel on 07-15-06 08:02 PM) |
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mikeyk Shyguy Since: 02-22-06 Last post: 6595 days Last view: 6440 days |
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That's one thing that I forgot to do. Most sprites have their pallette info hard coded in the asm files. I had made a note to change that, but I forgot. I'll post a new version when I get things cleared up. | |||
JJokerDude Kabu Since: 11-21-05 Last post: 6647 days Last view: 6647 days |
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Hahah! Thanks, HyperMackerel! It works now! W00t! (Sorry for ruining this thread with my noob-like problems... heh...) | |||
icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6439 days Last view: 6439 days |
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Originally posted by asdf Hee hee! Well, I did already have Birdo graphics mostly done from an unfinished SMB2 hack of mine (just needed to add some extra colors and draw a new egg) but thanks for the compliment. Originally posted by SnifflySquirrel Awesome! Thanks a lot! Birdo with palette F: It probably wouldn't be that easy to change properties like "inedible" and "fireball kill," would it? |
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Deleted User Banned Since: 05-08-06 Last post: None Last view: 6432 days |
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I have a problem I opened it and typed smw.smc then on the sprite list I typed sprites.txt
and it says sprites inserted susesfully I close it open lunar magic hit insert but insert sprites that where normally in the game allready like buzy beattle and stuff any help. Does sprite tool inserts the gfx to or do I have to make them myself ? |
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Mozeki 160 Since: 03-17-06 From: NY Last post: 6614 days Last view: 6614 days |
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Originally posted by the_manYou'll have to get the graphics yourself IF they aren't in the tilemap files. BTW if your looking for graphics google in the shyguy kingdom they have awesome graphics. Also Mikey, the link is broken it leads to nothing. (edited by Soulblader88 on 07-15-06 08:50 PM) (edited by Soulblader88 on 07-15-06 08:52 PM) (edited by Soulblader88 on 07-15-06 08:54 PM) |
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RDOG Goomba Since: 11-17-05 From: London, Ontario, Canada Last post: 6461 days Last view: 6456 days |
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Can someone post a new link? | |||
mikeyk Shyguy Since: 02-22-06 Last post: 6595 days Last view: 6440 days |
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I deleted the file to replace it with a new version, and now I'm having trouble uploading. The link will be fixed when I can upload again | |||
Mozeki 160 Since: 03-17-06 From: NY Last post: 6614 days Last view: 6614 days |
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Mikey, I see now that it's impossible to have the paranha plant and venus firetrap in the same level cause when i do it takes the graphics for the venus fire trap. | |||
mikeyk Shyguy Since: 02-22-06 Last post: 6595 days Last view: 6440 days |
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edit: icegoom: In a cfg file, the line with 6 values are the Tweaker bytes. By changing the values on this line, you can easily change sprite properties (inedible, killed by fireball)
The new version 1.01 should be available through the link. Changes are: -palettes for hammer/boomerang/sledge brother, giant spiny, and birdo are now controlled through the cfg file. Remember that the third Tweaker byte contains the palette info. -there is more error checking and reporting in the main program -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? Soulblader88: it's quite possible to have the piranha and venus trap together. there should be no problems with the default tilemap. what do you mean by the statement "it takes the graphics for the venus fire trap"? (edited by mikeyk on 07-15-06 10:01 PM) |
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Mozeki 160 Since: 03-17-06 From: NY Last post: 6614 days Last view: 6614 days |
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Originally posted by mikeyk When I say that I mean that when I want to set my venus fire trap and press insert. i put in 1A and then it shows me the paranha plant GFX i go into YY_CHR and take the tilemap file various and save it as a ExGFX now i go into LM and superbypass and etc and the GFX for paranha plant are regular but no venus fire trap. So I go back and edit it and find the only way is to take away the paranha plant graphics and replace them with the venus fire trap graphics. So what your saying is I can put both in, then how do I? I'm pretty puzzled. EDiT: WTF my venus fire trap acts like a regular paranha plant even after i put in 1A. Then how do I make it act like a regular fire trap? (edited by Soulblader88 on 07-15-06 10:18 PM) (edited by Mozeki on 07-17-06 11:06 PM) (edited by Mozeki on 07-17-06 11:21 PM) (edited by Mozeki on 07-17-06 11:21 PM) (edited by Mozeki on 07-17-06 11:22 PM) (edited by Mozeki on 07-17-06 11:22 PM) (edited by Mozeki on 07-17-06 11:22 PM) (edited by Mozeki on 07-17-06 11:24 PM) (edited by Mozeki on 07-17-06 11:24 PM) (edited by Mozeki on 07-17-06 11:28 PM) (edited by Mozeki on 07-17-06 11:32 PM) (edited by Mozeki on 07-17-06 11:33 PM) (edited by Mozeki on 07-18-06 12:09 AM) (edited by Mozeki on 07-18-06 12:17 AM) (edited by Mozeki on 07-18-06 12:17 AM) (edited by Mozeki on 07-18-06 12:19 AM) (edited by Mozeki on 07-18-06 12:19 AM) (edited by Mozeki on 07-18-06 12:29 AM) |
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Acmlm's Board - I3 Archive - SMW Hacking - Sprite Tool, public test release | | |