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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 23 | Add to favorites | Next older thread |
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Watermelon Red Goomba Since: 07-29-06 Last post: 6453 days Last view: 6453 days |
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Bio already made a Metroid. | |||
Goldensunboy Snifit Since: 12-30-05 From: Georgia Last post: 6436 days Last view: 6436 days |
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Originally posted by Raccoon SamI already found the address for changing a Boo's behavior in relation to mario's position, it's byte 0xFB10 in the rom. See this post. (edited by Goldensunboy on 08-06-06 02:30 PM) |
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mikeyk Shyguy Since: 02-22-06 Last post: 6595 days Last view: 6440 days |
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I had a few minutes so I made the sprites that were pretty trivial to make. the anti-boo and the frost goomba are included in the archive now. | |||
XM Micro-Goomba Since: 07-29-06 From: i may be on a computer Last post: 6605 days Last view: 6605 days |
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thanks mikeyk for making frost goomba... but there is one flaw. or maybe i didnt post it. when mario jumps on it he should be pushed away for the sprite lightly
(Example chargen chuck. when mario jumps on him mario is pushed away from chargen chuck lightly) but thanks anyway for making it. (edited by XM on 08-06-06 04:29 PM) |
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smwedit Red Paragoomba Since: 11-18-05 Last post: 6618 days Last view: 6433 days |
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I would like a sprite like the goonies in Yoshi's island that fly slowly in the background (up-left direction) and scroll about half the speed of the FG (I would like them as seagulls with the DKC2 Pirate Panic BG)
I would like one of those YI pirhana plants that are small and inactive until you get close. It doesn't have to rotate if it isn't possible, just flip. This is what I mean I would also like a monkey from yoshi's island that would jump around and climb a certain custom block (which would be included) for a second after it touches it, then look side to side. When mario comes near, it jumps down and starts jumping around again. I'd like a "ptooie" as seen in SMB3 6-1 How about a "Buster beetle" that picks up throw blocks and throws them (edited by smwedit on 08-06-06 04:30 PM) (edited by smwedit on 08-06-06 04:45 PM) (edited by smwedit on 09-09-06 06:20 PM) |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6432 days Last view: 6431 days |
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Nice one, Mikeyk.
How about... Hmm. Maybe a Jumpin' Piranha Plant, but his fall speed is equal to it's rise speed. This could be abused in order to make a Fish or such. (Podoboos act fine, but they don't have any detection of Mario's presence.) |
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ziratha Koopa Since: 11-19-05 Last post: 6449 days Last view: 6432 days |
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A Fuse, basically it would follow line guides with a simple sparkish gfx. Any line guide it passed through would be deleted/rendered useless to items that need line guides. This could be quite useful. So think of it like this:
0-------\____ where the lines are the line guides and the 0 is the fuse sprite. after some period of time, the fuse would "burn" the line so that we now have: *****0\____ where the "*" will not line guide anything. This could be used for any number of things. Forgive me if this is vague... |
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mikeyk Shyguy Since: 02-22-06 Last post: 6595 days Last view: 6440 days |
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I'm messing with the tilemaps of the hammer brother and giant enemies. I wasn't able to figure out two of the 8x8 tiles in gfx13. if anyone knows where the circled tiles are used, i'd appreciate it.
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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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Isn't the musical note used by Whistlin' Chuck?
Edit: The other one looks like one of Mario's extended tiles. (edited by Smallhacker on 08-06-06 06:53 PM) |
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mikeyk Shyguy Since: 02-22-06 Last post: 6595 days Last view: 6440 days |
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Hmmm... I checked out the original, and i never saw a music note appear with the whistling chuck. | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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Originally posted by HyperMackerel that's not the point, what we need is a way to rotate/scale sprite, both SuperFX and SA-1 would require programming to preform such function(and if you can't program said function on the 65816, you will never be able to program it for the SA-1 or the SuperFX). the C4 already support those function, the only problem is that it use a different format for the input(while the output use the SNES's standard format). My plan is to make a cheap custom sprite that will make use of this effect, so other people could take the rotation/scale code from it, It will basically do so: Load the sprite graphic from VRAM and store it to RAM convert the graphic to 4 bit packed-pixel and store it to C4's RAM activate C4's rotating/scaling function DMA the result back to VRAM |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6530 days Last view: 6467 days |
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Maybe its unused but belongs to the chuck? | |||
mikeyk Shyguy Since: 02-22-06 Last post: 6595 days Last view: 6440 days |
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Well, I've decided it's safe to go ahead and use those tiles. I've redone the hammer bro tilemaps to avoid overwriting some things like yoshi's egg, the music block, platform, and the yoshi fireballs. I also made a preliminary bomb brother that throws stunned bob-ombs...
Look for a release tomorrow night. I forgot to mention this before, if anyone makes a custom sprite that they want me to include in sprite tool, give me a PM. (edited by mikeyk on 08-06-06 10:06 PM) |
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Goldensunboy Snifit Since: 12-30-05 From: Georgia Last post: 6436 days Last view: 6436 days |
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Mikeyk, a simple (?) sprite that the whole community would probably use is the mushroom blocks from SMB2. Might I suggest making them next? It doesn't seem like it would be too hard to make, if I knew how to change a block into a sprite and vice-versa, I could probably do it. | |||
Keitaro Mole Since: 11-18-05 From: Massachusetts Last post: 6589 days Last view: 6589 days |
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maybe smb2 style bombs to go with the bomb brother? That would make him in a to a mouser of sorts, but ehn. Its an idea at least | |||
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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Originally posted by Water BioOriginally posted by HyperMackerel That's just it. The SA-1 is just another 65816 running at ~10mhz. |
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BMF54123 Since: 11-18-05 From: MOOGLES Last post: 6432 days Last view: 6431 days |
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Stickied because...well...duh! | |||
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: 6499 days Last view: 6433 days |
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I would like to see chomps that explode after Mario stomps on them, and a Rex that can shoot Bouncing Fire Balls. | |||
Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6432 days Last view: 6431 days |
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This may sound complicated, but would it be possible by any means to make a Vine Piranha Plant with controllable direction?
Combining the Coin Trail which leaves always coins behind, and Block Train, which keeps going to its programmed order. Concept art: What I'm trying to say, is a self-controllable Vine Piranha Plant. (edited by Raccoon Sam on 08-07-06 12:59 PM) |
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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. The bomb brother is included. Also the tilemaps for the hammer brothers have been redone again, hopefully this will be the last time. I wanted to make them more compatible with some standard objects. For the same reason, I also changed the tilemaps for the giant enemies. The graphics files in the 'tilemaps' directory reflect the changes. I also fixed an inconsistency in the generic generator. It now acts according to the description in the asm file. (Before the behavior of the first extra bit was reversed.)
Raccoon Sam: The controllable vine piranha would be extremely easy if it only generated the upwards tile. Here's a horribly doctored example of what I mean: Actually making it as you've illustrated is much more difficult, but definitely something doable. (edited by mikeyk on 08-08-06 12:35 AM) |
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Acmlm's Board - I3 Archive - SMW Hacking - Sprite Tool, public test release | | |