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05-10-24 02:53 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Redrawing every sprite... New poll | |
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Game-a-gogo

10








Since: 02-13-06

Last post: 6490 days
Last view: 6490 days
Posted on 03-07-06 08:13 PM Link | Quote
I SURE cant wait to see the tiles , your sprites are so awsome!!! great job and keep up the good work!
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6303 days
Last view: 6290 days
Skype
Posted on 03-07-06 10:11 PM Link | Quote
Do you think you're going to also edit the objects such as the ground, blocks...stuff like that?
Zachio

Knuckle Joe








Since: 11-19-05
From: Q forever

Last post: 6323 days
Last view: 6322 days
Posted on 03-07-06 10:42 PM Link | Quote
Now that I see it action, it looks like morton has a hole in his head where his eyebrows are supposed to be.
Chaos Force
Just drifting by...


 





Since: 11-17-05

Last post: 6295 days
Last view: 6291 days
Posted on 03-08-06 10:47 AM Link | Quote
I am impressed with the quality of the sprites, they needed a new look. Awsome job man.

Also, it seems the server your pics are on went down...
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6531 days
Last view: 6531 days
Posted on 03-08-06 03:34 PM Link | Quote
Originally posted by Mattrizzle
Icegoom, this should help you with the problems you're having with Morton:

Originally posted by Mattrizzle
I've also discovered Morton, Roy and Ludwig's tile mappings. They are in the same simple format as Bowser's, starting at $1DBDE.
As you can see from the picture below, there are unused fire breathing animations for Morton and Roy!


Now if only someone could find the bytes that change which palettes they use...
EDIT: I've found them!

$1DF6E-1DF70 are the low byte for the pointers to the SNES addresses for Morton, Roy, and Ludwig's palettes, and $1DF73-1DF75 are the high bytes for these addresses. Going by this, the pointers read as follows:
SNES $00/B2BC (PC $34BC) Morton
SNES $00/B2A4 (PC $34A4) Roy
SNES $00/B298 (PC $3498) Ludwig



Ironicly, the ending uses one of Morton's unused sprites.



Also, I noticed from the tiles that there's another missing animation for all three of them:

Zachio

Knuckle Joe








Since: 11-19-05
From: Q forever

Last post: 6323 days
Last view: 6322 days
Posted on 03-08-06 03:48 PM Link | Quote
it'd be awesome if you could make them go to that frame if you got kiled to make it look like the koopaling is smiling.
Sonicandfails

910








Since: 11-17-05
From: Mass

Last post: 6291 days
Last view: 6290 days
Skype
Posted on 03-08-06 04:28 PM Link | Quote
ICEGOOM BANDWIDTH QUOTA MET! GO!
(Gunstar Heroes :D)
Stephan Reiken

Blipper








Since: 11-17-05

Last post: 6298 days
Last view: 6291 days
Posted on 03-08-06 05:31 PM Link | Quote
So many Sprites... they look great!

However, I came here with a bit of information/advice that you may or may not use as you please. If it seems a little complicated, or if you don't think you really need it, then don't bother using it. Just thought you might be interested in adding some color variety to your sprites! This advice works for anyone else too!


If you use SMW Dev on your rom, and change the colors to normal colors or whatever, then you can use all of the colors that Mario used before! A couple slight flaws,

1) You have to keep the colors that weren't Mario Specific in that palette those colors because Mario still uses those.

2) You have to change all of Mario's and Luigi's originally used colors to whatever you want to use them as. Unless you want Sprites that change color depending on Mario.

With this, you could..

A) Have a Sprite or two with more Colors than others.

or

B) Have an extra Palette stored away in those now unused colors accessed by pretty much any sprite you want.

Useful Links for stuff above.

SMW Dev ((Instructions on how to use are inside))
https://sourceforge.net/project/showfiles.php?group_id=125248

Sprite Paint ((Use this to change what pallettes Sprites use))
http://smwcentral.pure-text.com/?p=list&type=tools
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6297 days
Last view: 6298 days
Posted on 03-08-06 06:31 PM Link | Quote
Originally posted by Chaos Force
it seems the server your pics are on went down...

Well, crap. I wonder if I'm out of bandwidth for the day, or for the month? Probably not a great idea to move stuff from one free server to another, but I guess I'll put the images on a geocites account.

Originally posted by iChu
Do you think you're going to also edit the objects such as the ground, blocks...stuff like that?

I'm going to leave the environments alone and let whoever uses the sprites choose their own ExGfx or whatever. I'll probably try original environments when I do my own hack, though.

Originally posted by Mattrizzle
Icegoom, this should help you with the problems you're having with Morton:

Originally posted by Mattrizzle
I've also discovered Morton, Roy and Ludwig's tile mappings. They are in the same simple format as Bowser's, starting at $1DBDE.
As you can see from the picture below, there are unused fire breathing animations for Morton and Roy!


Now if only someone could find the bytes that change which palettes they use...
EDIT: I've found them!

$1DF6E-1DF70 are the low byte for the pointers to the SNES addresses for Morton, Roy, and Ludwig's palettes, and $1DF73-1DF75 are the high bytes for these addresses. Going by this, the pointers read as follows:
SNES $00/B2BC (PC $34BC) Morton
SNES $00/B2A4 (PC $34A4) Roy
SNES $00/B298 (PC $3498) Ludwig




Cool. I'm going to play around with this later.

Originally posted by Stephan Reiken
So many Sprites... they look great!

However, I came here with a bit of information/advice that you may or may not use as you please. If it seems a little complicated, or if you don't think you really need it, then don't bother using it. Just thought you might be interested in adding some color variety to your sprites! This advice works for anyone else too!

Heh, if I can figure it out, that'll be useful. I'm already using Sprite Paint, but I'll look into SMW Dev.

OK, so while I move the images to another server, here's Banzai Bill and Big Boo:




These big sprites have a lot of mirroring that limits me a bit in what I can do. I wish I had a bit more room for Big Boo's face, and his arms are a little messed up when he's turning. Oh well.
Zachio

Knuckle Joe








Since: 11-19-05
From: Q forever

Last post: 6323 days
Last view: 6322 days
Posted on 03-08-06 06:40 PM Link | Quote
That's awesome. Great job with the Banzai Bill shading, bigg improvement on the old one.
Radiation

UFO








Since: 11-19-05
From: Techno City, The Moon

Last post: 6351 days
Last view: 6290 days
Posted on 03-08-06 07:06 PM Link | Quote
That is freaking awesome rad. Overall, these are really awesome impressive. Keep it up!

well it looks like I can't find anything else to say but that's okay


(edited by Radiation on 03-08-06 06:27 PM)
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6291 days
Posted on 03-08-06 07:37 PM Link | Quote
OMG ! I love that Big Boo , itīs very pretty original .
Disruptive Idiot

Red Paragoomba


 





Since: 11-17-05
From: Syosset

Last post: 6418 days
Last view: 6290 days
Posted on 03-08-06 09:05 PM Link | Quote
Your big boo is... cute!? Seriously.

You are very talented.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6303 days
Last view: 6290 days
Skype
Posted on 03-08-06 10:57 PM Link | Quote
The more I look at these, the more they seem to belong in Paper Mario
Just one more step and I bet you'd be designing for the new games of the year
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6291 days
Posted on 03-08-06 11:00 PM Link | Quote
Youīre right iChu, the Boo has a Paper Mario style .
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6531 days
Last view: 6531 days
Posted on 03-08-06 11:07 PM Link | Quote
Great sprites. Terrific!

As for the third Boo, maybe make one based on the Super Mario Sunshine Boos? (They have different faces and slightly different "tails".)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6291 days
Last view: 6290 days
Posted on 03-09-06 02:24 AM Link | Quote

Porcupuffer:


I had absolutely no reference to go with other than the original sprite, so I was at a loss with what to do. I tried to make it look vaguely like a pufferfish from Yoshi's Island, but I'm not at all satisfied. It looks horrible in-game, too, as the water line goes right across the face and obscures any detail. I'll take any suggestions on what to do with this stupid fish.


Perhaps change the pallette? I've always wanted a red Porcu-Puffer..
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6297 days
Last view: 6298 days
Posted on 03-09-06 03:32 AM Link | Quote
Well, the Yoshi's Island sprite I sort of based the Porcupuffer design on was red, so that's not a bad idea. New palette in action:



I'm not a big fan of the dithering effect Nintendo used on the water, as it makes anything below the water line look kind of crappy.

Here's Fishbone:



I changed it into more of a Sharkbone, which I maybe shouldn't have done since my goal is to make better looking versions of SMW's sprites instead of replacing them with other Mario enemies. Should I keep this, or just try to improve the SMW's existing Fishbone design?
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6292 days
Last view: 6304 days
Posted on 03-09-06 05:29 AM Link | Quote
The "Sharkbone" looks imho absolutely awesome, and I think it's still easy to recognize, which old enemy he represents, so I would kept that in.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6291 days
Posted on 03-09-06 10:51 AM Link | Quote
I like the Sharkbone more than the Fishbone, but if you want to add a "Sharkbone" title in the endings with the Smallhacker program, you canīt, itīs more larger than "Fishbone" .
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