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Main - SMW Hacking - Sprite Tool Update + Source Code New thread | New reply

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Mario2008
Posted on 07-01-07 10:26 PM Link | Quote | ID: 51309


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that doesn't help me at on I try but doesn't work does anyone have a tutorial explain in details on how to make a rock "drop" usin sprite generator and how to insert them
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Well if you want it to "drop" a rock, use the Sprite Generator which is already in Sprite Tool but if you want it to use the shooting SFX, use the shooter which is in the Custom Sprites of SMWCentral.
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darklink898
Posted on 07-01-07 10:30 PM Link | Quote | ID: 51311


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Drop from where? You want it to fall from the sky? You want multiple rocks falling from the sky?

You can use the generic sprite (sprite generator) and make it generate Chuck's Rock. The sprite number for the rock is 48. Make the generator generate normal sprite 48.

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Mario2008
Posted on 07-01-07 11:43 PM Link | Quote | ID: 51338


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but how do I insert it in my rom and make it work
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Drop from where? You want it to fall from the sky? You want multiple rocks falling from the sky?

You can use the generic sprite (sprite generator) and make it generate Chuck's Rock. The sprite number for the rock is 48. Make the generator generate normal sprite 48.
-----------------------------------------------------------------------------------

darklink898
Posted on 07-01-07 11:45 PM Link | Quote | ID: 51340


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Spritetool. That's what the thread is about...


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Mario2008
Posted on 07-02-07 02:14 AM Link | Quote | ID: 51386


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I try that darklink but it didnt' work. how about a tutorial? explain it

darklink898
Posted on 07-02-07 03:09 AM Link | Quote | ID: 51399


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Copy this into generic.asm:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Sprite Generator, by mikeyk
;;
;; Description: This will generate a normal sprite or a custom sprite depending on the
;; first extra bit. Specify the actual sprite that is generated below
;;
;; NOTE: Trying to generate a sprite that doesn't exist will crash your game
;;
;; Uses first extra bit: YES
;; if the first extra bit is set a custom sprite will be generated
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

SPRITE_TO_GEN = $48 ;only used if first extra bit is clear
CUST_SPRITE_TO_GEN = $20 ;only used if first extra bit is set

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sprite code JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

dcb "INIT" ;generators don't have an init routine
dcb "MAIN"
PHB
PHK
PLB
JSR SPRITE_CODE_START
PLB
RTL

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; main sprite code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

EXTRA_BITS = $7FAB10
NEW_SPRITE_NUM = $7FAB9E

TBL_B2D0 dcb $F0,$FF
TBL_B2D2 dcb $FF,$00
TBL_B2D4 dcb $10,$F0

SPRITE_CODE_START LDA $14
AND #$3F
BNE RETURN
JSL $02A9DE
BMI RETURN
TYX

LDA #$08 ; store sprite status
STA $14C8,x

LDA $18B9 ; check if first extra bit is set
AND #$40
BNE CUST

NORMAL LDA #SPRITE_TO_GEN ; store sprite number
STA $9E,x
JSL $07F7D2 ; reset sprite properties
BRA SHARED

CUST LDA #CUST_SPRITE_TO_GEN ; store custom sprite number
STA NEW_SPRITE_NUM,x
JSL $07F7D2 ; reset sprite properties
JSL $0187A7 ; get table values for custom sprite
LDA #$88 ; mark as initialized
STA EXTRA_BITS,x
PHK ; call init routine on sprite
PER.W #$0002
JML ($0000)

SHARED JSL $01ACF9
AND #$7F
ADC #$40
ADC $1C
STA $D8,x
LDA $1D
ADC #$00
STA $14D4,x
LDA $148E
AND #$01
TAY
LDA TBL_B2D0,y
CLC
ADC $1A
STA $E4,x
LDA $1B
ADC TBL_B2D2,y
STA $14E0,x
LDA TBL_B2D4,y
STA $B6,x
RETURN RTS


Then, add generic.cfg to the spritelist; since it is a generator, its sprite number on the spritelist will be a number from D0 to DF.

When you have runed spritetool, and the sprite is in your hack; go to Lunar Magic, click on the Koopa shell button to go to the sprite editing mode, and press "Insert". In the command, type whatever number you set the sprite to use, and on the extra info space, type 2.

Then, put it on a level and test.

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SMW Hacker
Posted on 07-05-07 01:52 AM Link | Quote | ID: 52360


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Does anyone know why the ptooie is messed up for me???

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blackhole89
Posted on 09-21-07 04:03 PM Link | Quote | ID: 65954


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Well, it would help if you could at least state in what way it is "messed up"...

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quaker3332
Posted on 09-21-07 07:24 PM Link | Quote | ID: 65964


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Posted by Comic Book Guy

2ch: May I, out of curiosity, ask for the URL of that forum? It seems like you have some interesting development going on there...


Since his name is 2ch, there is a very popular Japanese-only forum called... 2ch. The Japanese text didn't display properly for me, I think you may need to be in Japan to actually get into it (or use a proxy).

スーパーマリオワールド (Supa Mario Warudo) is Super Mario World in Katakana / Romaji which can aid in the search for the forum.

There is a Japanese Super Mario World wiki. And, if you'll notice, the same picture used in the upper left corner of the wiki is the same as the avatar Anonymity uses. I'm pretty sure the guy who runs that wiki is the same guy who made those Super Mario World 3 Vip and Wall Mix hacks which you can find on SMWCentral. Not only is there a link to his site on the wiki but the art style used in the hack is the same as used in the avatar.

blackhole89
Posted on 09-21-07 07:28 PM Link | Quote | ID: 65966


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You are a tad late... the Wiki was known about even before the existence of this thread. Also, the person I asked linked me to their thread on 2ch (they have a secondary one elsewhere though, so the question wasn't entirely illegitimate) shortly after me posting here. 2channel is so large that just knowing it is on there wouldn't have been of much help in finding it anyway, except probably with a Google site:-based search.

Additionally, I know Japanese well enough myself to figure that part of it out (and be more or less capable of following their threads, which I did for the past months).




I suppose you should look at post dates a bit more...

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quaker3332
Posted on 09-21-07 07:31 PM Link | Quote | ID: 65967


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Posted by Comic Book Guy
You are a tad late... the Wiki was known about even before the existence of this thread. Also, the person I asked linked me to their thread on 2ch (they have a secondary one elsewhere though, so the question wasn't entirely illegitimate) shortly after me posting here. 2channel is so large that just knowing it is on there wouldn't have been of much help in finding it anyway, except probably with a Google site:-based search.

Additionally, I know Japanese well enough myself to figure that part of it out (and be more or less capable of following their threads, which I did for the past months).




I suppose you should look at post dates a bit more...


Ouch. My bad. I spent like 20 minutes writing that post, too!

Mario2008
Posted on 09-22-07 07:02 AM Link | Quote | ID: 66006


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would the chuck rock custom sprite, work with Sprite Tool v1.33, Sprite Tool v1.34, or Sprite Tool v1.35
found on smw central.

lespna1
Posted on 09-25-07 05:26 AM Link | Quote | ID: 66317


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I just d/loaded Sprite Tool 1.35 and I can get the sprites to appear after I insert them in Lunar Magic,but why do they still appear glitched in the game? they do what they're supposed to most of the time,and as an example,I tried the boomerang brother,but it just looked like the flying hammer brother in SMW glitched and instead of throwing boomerangs, it threw a football helmet. i tried a few more,and just about the same thing happened. I just got a glitched version and for the parabeetle from SMB3,I just a koopa w/out a shell that flies. Is that what's supposed to happen or am I doing something wrong? Thanks.

blackhole89
Posted on 09-25-07 09:59 PM Link | Quote | ID: 66370


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Sprite Tool won't take care of the sprite graphics for you... you need to configure those in LM separately.
Basically speaking, you need to load the sprite graphics files (Level->Super GFX Bypass...) in a way that the correct graphics for the sprite are contained at the right positions.

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Mario2008
Posted on 09-28-07 08:55 PM Link | Quote | ID: 66614


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would the chuck rock custom sprite, work with Sprite Tool v1.33, Sprite Tool v1.34, or Sprite Tool v1.35
found on smw central.

Remnic The Hedgehog
Posted on 09-29-07 12:21 AM Link | Quote | ID: 66624


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Mario2008
Posted on 10-01-07 09:36 PM Link | Quote | ID: 66840


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I did the chuck rock generator and it work but how do i make it so it doesn't go all over the screen. I want it to just drop down straight

GreyMaria
Posted on 10-02-07 01:19 AM Link | Quote | ID: 66866

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Posted by Mario2008
I did the chuck rock generator and it work but how do i make it so it doesn't go all over the screen. I want it to just drop down straight


You don't.

Chuck rocks are MADE to go all over the screen.

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Remnic The Hedgehog
Posted on 10-02-07 02:09 AM Link | Quote | ID: 66872


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Posted by oiraM yerG
Posted by Mario2008
I did the chuck rock generator and it work but how do i make it so it doesn't go all over the screen. I want it to just drop down straight


You don't.

Chuck rocks are MADE to go all over the screen.
Not when another sprite forces them to move.

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Mario2008
Posted on 10-02-07 02:38 AM Link | Quote | ID: 66873


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then how do i make so that they aren't all over the screen and drop only from one spot straight down. If you have the the preview of the second reality project 3 preview it shows the way i mean about the chuck rock. check it out here: http://www.youtube.com/watch?v=6yqzhYTz72w
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