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05-18-24 04:19 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Question about the original koopa sprite size and color New poll | |
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MadMikeXP 3



 





Since: 11-24-05
From: Georgia

Last post: 6310 days
Last view: 6308 days
Posted on 04-21-06 08:27 PM Link | Quote
1. I am trying to insert this custom koopa sprite I got off of MFGG into my hack I had to take the colors from the original SMW koopa and apply it to mine after I did this I had to save it under 256colors in microsoft paint otherwise it will look scrambled when I paste it into YY-CHr. after all that I tested this in my hack and only half the beak showed up right and the body didn't show up right ? judging by the screenshot am I doing this properly ?

2. what is the exact size of the SMW koopa sprite so that I can shrink my custom sprite to that I can get it to fit in YY-CHr properly ?
Chris

Spiny


 





Since: 11-17-05

Last post: 6408 days
Last view: 6408 days
Posted on 04-21-06 08:37 PM Link | Quote
I think your custom sprite is a little too big... I think the original koopas sizes are like 16 top (where the head is), 16 bottom (where the body is). Your sprite looks much bigger than that.


(edited by Chris on 04-21-06 07:38 PM)
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6305 days
Last view: 6305 days
Posted on 04-21-06 09:07 PM Link | Quote
What you have there is a modified Yoshi's Island Koopa, which in my experience is very hard to fit into Super Mario World's allotted space. A SMW Koopa is 16 x 32, but you can't draw anything in the upper right 8 x 8 pixel square, because it'll cause graphical glitches to the "10 points" notation and to jumping piranha plants. (There's probably some simple fix for this, but I don't know it) Here's the area you have to work with (with the unworkable area in green) compared to what you're trying to fit in:



Now, you can try to do a simple resize to make it fit, but that ends up look pretty cruddy:



A total redrawing is pretty much in order, and that ain't easy. Here's the closest I could come to a Yoshi's Island Koopa for Super Mario World, and it's far from perfect:



You're welcome to use that if you want, you can try your own redrawing in that space, or you could try to figure out how to free up the top right corner and make yourself a bigger Koopa.
MadMikeXP 3



 





Since: 11-24-05
From: Georgia

Last post: 6310 days
Last view: 6308 days
Posted on 04-21-06 09:19 PM Link | Quote
Thanks Icegoom for the advice I'll take the modified ones and work with it in about a hour or so its starting to the thunder and rain down here in Georgia so I have to shut down my computer but I'll post back later to see if I made any progress.
Also thanks chris for the original koopa sprite tile size.

MadMikeXP 3
182077607309.34 +

Red Cheep-cheep








Since: 11-22-05
From: Atlantis.
All your base are belong to us.

Last post: 6330 days
Last view: 6323 days
Posted on 04-21-06 11:15 PM Link | Quote
Originally posted by icegoom
A SMW Koopa is 16 x 32, but you can't draw anything in the upper right 8 x 8 pixel square, because it'll cause graphical glitches to the "10 points" notation and to jumping piranha plants. (There's probably some simple fix for this, but I don't know it)
I do.
Originally posted by BMF54123 (I think)
$12F4D-$12F50 are the blank tiles for the 10, 20, 40, and 80 point sprites. Provided you haven't changed the water splash graphic, you can use tile #69 instead, which is also blank.
Chris

Spiny


 





Since: 11-17-05

Last post: 6408 days
Last view: 6408 days
Posted on 04-21-06 11:30 PM Link | Quote
Originally posted by MadMikeXP 3
Also thanks chris for the original koopa sprite tile size.
No problem.
Originally posted by icegoom
A SMW Koopa is 16 x 32
Ah... that's what I meant. I forgot how to say it, though. Bleh.
MadMikeXP 3



 





Since: 11-24-05
From: Georgia

Last post: 6310 days
Last view: 6308 days
Posted on 04-22-06 02:23 AM Link | Quote
Ok I been working on inserting this sprite for a few hours and I'm about 75% done on getting the kooper sprite to work right in my hack it seems like the koopa's
skin color is matching up wwrong with the shoes and shell I took the color skin from the original SMW koopa and put on kooper and this is what I get:



does anybody have a clue of what went wrong also here is the last screen shot of YY-CHr :

C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6298 days
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Posted on 04-22-06 02:26 AM Link | Quote
just edit the pallete in LM
MadMikeXP 3



 





Since: 11-24-05
From: Georgia

Last post: 6310 days
Last view: 6308 days
Posted on 04-22-06 02:31 AM Link | Quote
Can't you see that on all four koopers beak that there is a little bit of color matching the shoes and shell how am I supposed to fix this in Lunar magic without screwing up some other enemies palette ?
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6305 days
Last view: 6305 days
Posted on 04-22-06 03:32 AM Link | Quote
YY-Chr is finicky about pasting in graphics if the palette doesn't match exactly. Here's my typical method for transferring sprites that I've drawn in other programs into YY-Chr:

Open your hack in ZSNES and make a savestate in an area which has an object with the same palette as the sprite you're trying to change.

Open up YY-Chr, go to Palette > Emulator State Load... Change the filetype to "All," then find the savestate you just made. (Something like "Super Mario World.zst") Use the arrows down by all the colors to scroll through palettes until the graphics are the same color they are in the game.

Now, select the tiles for the sprite you want to change, then copy it and paste it into your graphics program. (I use a program that retains palettes for images pasted in, so this might not work for something like MSPaint) Open the modified version of the sprite in another window and copy and and paste that on top of the original sprite you've just pulled out of YY-Chr. Now copy this and paste it back into YY-Chr. It should show up in YY-Chr looking exactly the same as your modified sprite. I do it this way because if the color palette of the image you're pasting into YY-Char isn't exactly the same as the palette it's already using, then the colors will end up all screwy and inverted.

I hope all of that's clear, but it's really hard for me to explain stuff clearly. Failing all else, you can try pasting this in on top of YY-Chr's default color scheme:

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