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Main - SMW Hacking - Sprite Tool Update + Source Code | New thread | New reply |
Mario2008 |
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Red Paragoomba Level: 20 Posts: 11/61 EXP: 37645 Next: 4794 Since: 03-25-07 Last post: 5521 days Last view: 5521 days |
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
------------------------------------------------------------------ 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. ------------------------------------------------------------------ |
darklink898 |
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Paratroopa Level: 30 Posts: 2/158 EXP: 155691 Next: 10178 Since: 07-01-07 From: Enhasa Last post: 5871 days Last view: 5662 days |
Mario2008 |
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Red Paragoomba Level: 20 Posts: 12/61 EXP: 37645 Next: 4794 Since: 03-25-07 Last post: 5521 days Last view: 5521 days |
but how do I insert it in my rom and make it work
----------------------------------------------------------------------------------- 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 |
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Paratroopa Level: 30 Posts: 3/158 EXP: 155691 Next: 10178 Since: 07-01-07 From: Enhasa Last post: 5871 days Last view: 5662 days |
Mario2008 |
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Red Paragoomba Level: 20 Posts: 13/61 EXP: 37645 Next: 4794 Since: 03-25-07 Last post: 5521 days Last view: 5521 days |
I try that darklink but it didnt' work. how about a tutorial? explain it |
darklink898 |
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Paratroopa Level: 30 Posts: 4/158 EXP: 155691 Next: 10178 Since: 07-01-07 From: Enhasa Last post: 5871 days Last view: 5662 days |
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. ____________________ |
SMW Hacker |
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Goomba Level: 13 Posts: 4/25 EXP: 9796 Next: 471 Since: 07-05-07 Last post: 5837 days Last view: 5434 days |
Does anyone know why the ptooie is messed up for me??? ____________________ Join my forums here: (phpBB3) http://gamingcentral.phpbbhosts.co.uk/index.php |
blackhole89 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 571/4196 EXP: 21536306 Next: 300295 Since: 02-19-07 From: Ithaca, NY, US Last post: 473 days Last view: 86 days |
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quaker3332 |
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Goomba Level: 14 Posts: 11/26 EXP: 10484 Next: 2587 Since: 03-15-07 From: New Zealand Last post: 5944 days Last view: 5464 days |
Posted by Comic Book Guy 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 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 578/4196 EXP: 21536306 Next: 300295 Since: 02-19-07 From: Ithaca, NY, US Last post: 473 days Last view: 86 days |
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quaker3332 |
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Goomba Level: 14 Posts: 12/26 EXP: 10484 Next: 2587 Since: 03-15-07 From: New Zealand Last post: 5944 days Last view: 5464 days |
Posted by Comic Book Guy Ouch. My bad. I spent like 20 minutes writing that post, too! |
Mario2008 |
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Red Paragoomba Level: 20 Posts: 33/61 EXP: 37645 Next: 4794 Since: 03-25-07 Last post: 5521 days Last view: 5521 days |
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 |
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Goomba Level: 13 Posts: 17/23 EXP: 8736 Next: 1531 Since: 02-24-07 Last post: 5990 days Last view: 5184 days |
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 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 625/4196 EXP: 21536306 Next: 300295 Since: 02-19-07 From: Ithaca, NY, US Last post: 473 days Last view: 86 days |
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Mario2008 |
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Red Paragoomba Level: 20 Posts: 34/61 EXP: 37645 Next: 4794 Since: 03-25-07 Last post: 5521 days Last view: 5521 days |
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 |
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Chasupa Level: 56 Posts: 342/675 EXP: 1379227 Next: 18949 Since: 05-23-07 From: Kickapoo, Missouri Last post: 5175 days Last view: 5183 days |
Test each one of them on an individual rom. ____________________ Marry off the poptart, I was strutting my horse. Streisand died in Mordor, It's I, yes I, the cyclopse, lol. |
Mario2008 |
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Red Paragoomba Level: 20 Posts: 35/61 EXP: 37645 Next: 4794 Since: 03-25-07 Last post: 5521 days Last view: 5521 days |
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 |
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>implying even the Japanese understand the Japanese Level: 105 Posts: 512/2851 EXP: 11922716 Next: 339544 Since: 07-13-07 Last post: 4499 days Last view: 4469 days |
Posted by Mario2008 You don't. Chuck rocks are MADE to go all over the screen. ____________________ we're currently experiencing some technical difficulties |
Remnic The Hedgehog |
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Chasupa Level: 56 Posts: 350/675 EXP: 1379227 Next: 18949 Since: 05-23-07 From: Kickapoo, Missouri Last post: 5175 days Last view: 5183 days |
Posted by oiraM yerGNot when another sprite forces them to move.Posted by Mario2008 ____________________ Marry off the poptart, I was strutting my horse. Streisand died in Mordor, It's I, yes I, the cyclopse, lol. |
Mario2008 |
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Red Paragoomba Level: 20 Posts: 36/61 EXP: 37645 Next: 4794 Since: 03-25-07 Last post: 5521 days Last view: 5521 days |
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 |
Main - SMW Hacking - Sprite Tool Update + Source Code | New thread | New reply |
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