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05-25-24 07:43 AM
Acmlm's Board - I3 Archive - - Posts by mikeyk
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User Post
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6468 days
Last view: 6314 days
Posted on 08-20-06 06:45 PM, in Sprite Tool, public test release Link
It's time for the weekend update... here are the changes:
+ Ghettoyouth mentioned that regular sprites were sometimes acting funky. This should be fixed now. I edited several of my sprites to no longer store to $15AC,x
+ At Ice Man's request, I've added versions of all the piranha plants that are compatible with the HDMA toolkit
+ New sprite: Power Thwomp. The same as the regular Thwomp, but stuns Mario if he is on the ground.
+ New sprite: Electricity (requested by Knight of Time). This sprite bounces back and forth between two surfaces. The first extra bit determines if it moves horizontally or vertically. There's a normal version and one that hurts Mario even if he's spin jumping.
+ New sprite: Ground Pound Koopa (requested by Watermelon).

This guy runs towards Mario and pounds the ground every so often. Mario becomes stunned if he is on the ground. Graphics are included for this sprite in the tilemaps subdirectory.


(edited by mikeyk on 08-20-06 05:47 PM)
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6468 days
Last view: 6314 days
Posted on 08-22-06 03:22 PM, in SMW ROM addresses Link
according to my notes, ram $71 is the address for the mario actions that ghettoyouth listed. try using that in your custom blocks
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6468 days
Last view: 6314 days
Posted on 08-23-06 12:14 AM, in Sprite Tool, public test release Link
"anything is possible with asm" doesn't translate into "anything is possible with sprite tool". you cannot give mario new powers or change his abilities or behavior with sprite tool. what pikaguy suggested would involve changing a ton of things in mario's code. a lot more than has ever been done.
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6468 days
Last view: 6314 days
Posted on 08-25-06 11:31 PM, in Sprite Tool, public test release Link
Link: what sprite number did you enter in the box in LM? What's the corresponding entry in your sprites.txt file?

While I'm here, I'll here are some screens of my latest work...


mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6468 days
Last view: 6314 days
Posted on 08-26-06 10:10 AM, in Sprite Tool, public test release Link
The nippers that are coming up are yoshi's island style in that they bounce around. Ghettoyouth was right about the last two screenshots. I've made hungry nippers that change into a piranha plant if they get a mushroom, or a venus fire trap if they get a fire flower. The spiky ball in the first screenshot moves around like the reflecting fireball (found in castles) but has the ability to either hurt mario, or kill sprites, or both.
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6468 days
Last view: 6314 days
Posted on 08-26-06 11:57 PM, in Sprite Tool, public test release Link
I've updated sprite tool. Now with more sprites...

+ Friendly Mega Mole - A Mega Mole that cannot hurt Mario, requested by FPI
+ Albatoss - Programmed to be either stompable or ridable. If the first extra bit is set, it will drop Bob-ombs.
+ Bomb - A falling sprite that explodes on contact with the ground
+ Albatoss Bomber - Like the Albatoss, but drops the Bomb sprite. If the first extra bit is set, the Albatoss with pause when dropping the Bomb.
+ Bowser - Similar to the SMB1 Bowser. Set the first extra bit to make him throw hammers.
+ Nipper - Yoshi's Island style Nipper
+ Hungry Nipper - Like the above Nipper, but a Mushroom will turn it into a Piranha Plant. A Fire Flower will turn it into a Venus Fire Trap (The Fire Trap must be custom sprite 1A)
+ Spiky Ball - Bounces off of the ground, walls and ceiling. Three varieties are included. IT can hurt Mario, sprites, or both

Tilemaps are included for all of the above sprites (except for the Mega Mole... for obvious reasons )
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6468 days
Last view: 6314 days
Posted on 08-28-06 02:08 PM, in Sprite Tool, public test release Link
icegoomb: adding a turning frame should be trivial to add for the shy guy and snift. the basic support is already there, and i'll gladly tweak the graphics routine.

it's likely that i'll make a smb3 style nipper at some point. the idea for seeds that turn into nippers had also crossed my mind, and i'm sure i'll make those as well. but right now i still have a long list of things i've been meaning to do.

recently i've started looking at some yi sprites. i never cared for the game, so i never played it much and therefore was not very familiar with the enemies. while i still don't like the game, i've started to appreciate some of its elements. some of the graphics and sprites are great. here's what i've done so far.


this was a really easy enemy to make. it should be clear what it was based off of. it's just a two tile high enemy that you can't jump on


this guy was waaaaaay more complicated. after a couple hours of work i got it's animation to match the yi version almost exactly. he has 8 walking frames and a few more frames for shooting. that leads me to a question... what do you think it should shoot? i'm open to any suggestions here.
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6468 days
Last view: 6314 days
Posted on 08-28-06 04:40 PM, in Sprite Tool, public test release Link
HH: Do you happen to know a level number where I could observe one of those Goombas? Again, I'm not too familiar with the game or its sprites.
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6468 days
Last view: 6314 days
Posted on 09-08-06 09:19 AM, in About the palettes for custom sprites. Link
I don't know if all of you realize this, but you can easily have any custom sprite use any palette entries that you want.

To change the palette a custom sprite uses. Open up the cfg_editor and change the palette value in the sprite's cfg file. This works for nearly all of the sprites.

To change the which entries of a palette it uses. Edit the tiles in the exgfx file. For a bunch of the sprites I just copy-pasted the tiles from SMAS just so people would know which tiles to edit. They're definitely not in the best state by default
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Acmlm's Board - I3 Archive - - Posts by mikeyk


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