Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,501,560
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-29-24 03:48 PM
Guest: Register | Login

0 users currently in SMW Hacking | 1 guest

Main - SMW Hacking - New Custom Sprites New thread | New reply

Pages: 1 2 3 4 5 6 7 8 9 10 11 12

Remnic The Hedgehog
Posted on 09-15-07 09:11 PM Link | Quote | ID: 65433


Chasupa
Level: 56

Posts: 309/675
EXP: 1379365
Next: 18811

Since: 05-23-07
From: Kickapoo, Missouri

Last post: 5176 days
Last view: 5184 days

mikeyk
Posted on 09-30-07 12:58 AM Link | Quote | ID: 66690


Paragoomba
Level: 22

Posts: 69/74
EXP: 49992
Next: 8358

Since: 06-11-07

Last post: 6050 days
Last view: 4126 days
New SMB2 sprites released!

http://mikeyk730.blogspot.com/

lwares
Posted on 09-30-07 01:12 AM Link | Quote | ID: 66694


Koopa
Level: 25

Posts: 86/103
EXP: 82076
Next: 7544

Since: 06-13-07
From: Colchester, UK

Last post: 5916 days
Last view: 5261 days
mikeyk, first of all nice work on the improvements to the SMB. 2 custom sprites.

Just to ask are the rideable sprites carryable?

Also, I know I asked this before so I'll ask again:
In what part of the code in all of the SMB. 2 custom sprites can I put in the offset to insert a sound when either the sprite is picked up or when it is thrown at another sprite?

In case anyone asks this is not a request. This is a a question!

____________________
L.Wares

Need any information or help hacking SMW? ask these people via PM:
Music & SFX - mattrizzle & blackhole89
addmusic - S.N.N.
Custom sprites/sprite tool - mikeyk

Remnic The Hedgehog
Posted on 09-30-07 01:22 AM Link | Quote | ID: 66696


Chasupa
Level: 56

Posts: 347/675
EXP: 1379365
Next: 18811

Since: 05-23-07
From: Kickapoo, Missouri

Last post: 5176 days
Last view: 5184 days

Posted by lwares
mikeyk, first of all nice work on the improvements to the SMB. 2 custom sprites.

Just to ask are the rideable sprites carryable?

Also, I know I asked this before so I'll ask again:
In what part of the code in all of the SMB. 2 custom sprites can I put in the offset to insert a sound when either the sprite is picked up or when it is thrown at another sprite?

In case anyone asks this is not a request. This is a a question!

You can watch the Youtube video he uploaded at his blog to see if the sprites are ridable and carryable.

____________________


lwares
Posted on 09-30-07 01:37 AM (rev. 3 of 09-30-07 02:05 AM) Link | Quote | ID: 66698


Koopa
Level: 25

Posts: 87/103
EXP: 82076
Next: 7544

Since: 06-13-07
From: Colchester, UK

Last post: 5916 days
Last view: 5261 days
Posted by Remnic The Hedgehog
You can watch the Youtube video he uploaded at his blog to see if the sprites are ridable and carryable.
I stand corrected, Remnic.

Just to point out, there is a bug with the fire birdo as the fire ball appears but, she doesn't.

Has anyone else noticed this problem or it just me?

Edit:The red carryable snifit and shyguy do not stay on the platform they just act like the blue ones.

Also, how do you set up birdo to spit the fireball after it has spit the egg (when the extra bit is set to 3)? As a sprite doesn't exsit. So, should it have the code when fire birdo spits a fire ball?

____________________
L.Wares

Need any information or help hacking SMW? ask these people via PM:
Music & SFX - mattrizzle & blackhole89
addmusic - S.N.N.
Custom sprites/sprite tool - mikeyk

mikeyk
Posted on 09-30-07 02:34 AM Link | Quote | ID: 66706


Paragoomba
Level: 22

Posts: 70/74
EXP: 49992
Next: 8358

Since: 06-11-07

Last post: 6050 days
Last view: 4126 days
Posted by lwares
Just to point out, there is a bug with the fire birdo as the fire ball appears but, she doesn't.

Has anyone else noticed this problem or it just me?


birdo_fire.cfg is the fireball that birdo spits. If you insert it into a level, it'll just be a fireball.

Posted by lwares
The red carryable snifit and shyguy do not stay on the platform they just act like the blue ones.


There was an error in one of the config files -- In shyguy_carryable_blue.cfg, "Extra Property Byte 1" should be 32. Correct this with cfg editor, or redownload the archive. Keep in mind the red and blue Shy Guys/Snifts have their SMAS characteristics. Red fall off ledges, blue stay on. Feel free to change these if you want.

Posted by lwares
Also, how do you set up birdo to spit the fireball after it has spit the egg (when the extra bit is set to 3)? As a sprite doesn't exsit. So, should it have the code when fire birdo spits a fire ball?


If extra info is 2, Birdo throws the next sprite.
If the extra info is 3, Birdo randomly throws the next 2 sprites.

For example, If your sprite list has:
10 birdo_smb2.cfg
11 carryable_egg.cfg
12 birdo_fire.cfg

13 birdo_smb2.cfg
14 birdo_fire.cfg

Here's how you would get various Birdos
Sprite 10, extra info 2 = Egg birdo (egg is the next sprite)
Sprite 10, extra info 3 = Egg/Fire Birdo (egg and fire are the next 2 sprites)
Sprite 13, extra info 2 = Fire birdo (fire is the next sprite)



lwares
Posted on 09-30-07 02:56 PM (rev. 3 of 09-30-07 03:20 PM) Link | Quote | ID: 66727


Koopa
Level: 25

Posts: 88/103
EXP: 82076
Next: 7544

Since: 06-13-07
From: Colchester, UK

Last post: 5916 days
Last view: 5261 days
Thanks for that explaination mikeyk.

BTW, is there any chance of helping me with this?
Posted by lwares
Also, I know I asked this before so I'll ask again:
In what part of the code in all of the SMB. 2 custom sprites can I put in the offset to insert a sound when either the sprite is picked up or when it is thrown at another sprite?

In case anyone asks this is not a request. This is a a question!
Edit: Is there any chance of having the custom palette for these please?

____________________
L.Wares

Need any information or help hacking SMW? ask these people via PM:
Music & SFX - mattrizzle & blackhole89
addmusic - S.N.N.
Custom sprites/sprite tool - mikeyk

UnsurpassedDarkness
Posted on 10-02-07 07:43 AM Link | Quote | ID: 66898


Goomba
Level: 13

Posts: 25/25
EXP: 9887
Next: 380

Since: 03-14-07
From: Kentucky

Last post: 6054 days
Last view: 5861 days
It appears that my CSS broke...
I looked several times, and I have come to the conclusion that birdo_fire is not included in smb2.rar.

____________________
SMW Central
YGO:TAS
Text-Image
Hex Conv.
I4 Posts
I3 Profile
I2 Profile
Send a PM

mikeyk
Posted on 10-02-07 04:40 PM Link | Quote | ID: 66906


Paragoomba
Level: 22

Posts: 71/74
EXP: 49992
Next: 8358

Since: 06-11-07

Last post: 6050 days
Last view: 4126 days
redownload. For some reason the archive didn't have birdo_fire or the version of birdo_smb2 that can spit both eggs and fire.

B.B.Link
Posted on 10-03-07 01:37 AM Link | Quote | ID: 66928


Mini Octorok
Level: 11

Posts: 1/17
EXP: 5453
Next: 532

Since: 10-02-07

Last post: 3097 days
Last view: 3097 days
I was wondering that too......

Anyways. I wonder how long until we get that marine pop sprite........

icegoom
Posted on 10-04-07 06:05 PM Link | Quote | ID: 67060


Cheep-cheep
Level: 33

Posts: 192/195
EXP: 215679
Next: 13500

Since: 02-25-07
From: United States

Last post: 6050 days
Last view: 6051 days
So I'm finally gettting around to trying out the SMB2 sprites, and I'm having a problem with non-carryable Shy Guys and Snifits. Normally, when a sprite encounters a ground-based obstacle like a cement block or a pipe, it'll turn around and walk the other way. The new Shy Guys and Snifits instead walk inside of the obstacle and get stuck. The new carryable sprites don't have this problem, it's just the non-carryable ones. Anyone else encountering this?

mikeyk
Posted on 10-04-07 07:27 PM Link | Quote | ID: 67067


Paragoomba
Level: 22

Posts: 72/74
EXP: 49992
Next: 8358

Since: 06-11-07

Last post: 6050 days
Last view: 4126 days
Are you using a sprite that was in smb2.rar directly? If so which ones are giving you issues. If you're using a modified version, it would help to see what you've changed. Let me know, and I'll look into it.

icegoom
Posted on 10-04-07 08:29 PM Link | Quote | ID: 67071


Cheep-cheep
Level: 33

Posts: 193/195
EXP: 215679
Next: 13500

Since: 02-25-07
From: United States

Last post: 6050 days
Last view: 6051 days
I originally encountered the problem with a Blue Spiny, which is a Shy Guy with a new tilemap and set to stay on ledges, have a turning frame, and hurt Mario if he jumps on it. But I then tested with the Shy Guys and Snifits unmodified from their original forms and got the same problem. I thought it might be a Lost World issue, so I tried it in a new ROM, but still got the same thing. Here's a patch to show the problem:

http://www.geocities.com/icegoom/stuff/shyguytest.zip

I put various types of Shy Guys and Snifits between cement blocks, and only the carryable variety didn't get stuck. I'm using Sprite Tool 1.34, which should be the most current version, shouldn't it?

Mattrizzle
Posted on 10-04-07 10:20 PM Link | Quote | ID: 67080


Red Cheep-cheep
Level: 33

Posts: 167/202
EXP: 226396
Next: 2783

Since: 04-21-07
From: United States

Last post: 2424 days
Last view: 2384 days
Posted by icegoom
I'm using Sprite Tool 1.34, which should be the most current version, shouldn't it?
Actually, the most current version is 1.35.

____________________

icegoom
Posted on 10-05-07 12:44 AM Link | Quote | ID: 67098


Cheep-cheep
Level: 33

Posts: 194/195
EXP: 215679
Next: 13500

Since: 02-25-07
From: United States

Last post: 6050 days
Last view: 6051 days
Ah, I ran Sprite Tool to see which version I had and it said it was 1.34, but I actually think it is 1.35. I've got the .rar file for 1.35 sitting on my hard drive, and when I extract it anew and run Sprite Tool for the first time, it still says that it's 1.34. (Unless I've mislabeled my files somehow and 1.35 actually calls itself 1.35 when you run it. Can someone check that?)

Mattrizzle
Posted on 10-05-07 01:38 AM Link | Quote | ID: 67104


Red Cheep-cheep
Level: 33

Posts: 168/202
EXP: 226396
Next: 2783

Since: 04-21-07
From: United States

Last post: 2424 days
Last view: 2384 days
Version 1.35 does indeed call itself 1.34.
I just now tested the sprites, and experienced the same problem. There seems to be something wrong with the code that tells the sprites to turn around when coming in contact with a wall.

____________________

mikeyk
Posted on 10-05-07 06:57 AM Link | Quote | ID: 67133


Paragoomba
Level: 22

Posts: 73/74
EXP: 49992
Next: 8358

Since: 06-11-07

Last post: 6050 days
Last view: 4126 days
I just updated smb2.rar -- made small changes to shyguy.asm and snift.asm. Let me know if things are better.

1.35 does say 1.34 when you run it. My last update was only an asm change to main.bin/.off. It didn't require me to touch the C++ code, so I didn't recompile the exe.

icegoom
Posted on 10-05-07 09:06 PM Link | Quote | ID: 67153


Cheep-cheep
Level: 33

Posts: 195/195
EXP: 215679
Next: 13500

Since: 02-25-07
From: United States

Last post: 6050 days
Last view: 6051 days
Shy Guy and Snifit are working fine now, and that's what I was actually concerned with. (They make really great bases for creating new sprites, and turning frame support is much appreciated, by the way) But now that I look at Tweeter, the non-carryable variety does the wall sticking thing, too, (he's able to jump his way out) so whatever you changed for Shy Guy and Snifit probably ought to be applied there, too. (I haven't tested non-carryable Beezo yet, but they fly through walls anyway, don't they?)

I'm playing around with the SMB2 Birdo now, and while it's really cool that you can defeat it by throwing three of its own eggs at it, it's a bit odd that you can defeat it in one hit by chucking a carryable Shy Guy at it. You can also simply hold the egg and walk into Birdo instead of throwing the egg, and that will defeat it in one hit. I guess Birdo is somehow coded to only have HP when hit by thrown carryable egg sprites and to use the normal dying behavior for all other thrown objects? (I haven't tested with Mushroom blocks yet. Anyone tried making a Fire Birdo battle where Mushroom blocks are the only weapon available?)

mikeyk
Posted on 10-05-07 10:35 PM (rev. 3 of 10-05-07 10:44 PM) Link | Quote | ID: 67158


Paragoomba
Level: 22

Posts: 74/74
EXP: 49992
Next: 8358

Since: 06-11-07

Last post: 6050 days
Last view: 4126 days
Posted by icegoom
I'm playing around with the SMB2 Birdo now, and while it's really cool that you can defeat it by throwing three of its own eggs at it, it's a bit odd that you can defeat it in one hit by chucking a carryable Shy Guy at it. You can also simply hold the egg and walk into Birdo instead of throwing the egg, and that will defeat it in one hit. I guess Birdo is somehow coded to only have HP when hit by thrown carryable egg sprites and to use the normal dying behavior for all other thrown objects?


"Don't Interact With Other Sprites" should be set for Birdo. I may have messed that up. Otherwise the default interaction may kick in at times.

Pac
Posted on 11-09-07 02:05 AM (rev. 3 of 11-12-07 01:11 PM) Link | Quote | ID: 69503


Flurry
Level: 37

Posts: 205/262
EXP: 336047
Next: 2206

Since: 02-19-07
From: Japan

Last post: 4477 days
Last view: 2879 days
Hi mikeyk,

Thanks for the new release of sprite tool. I've just gotten back into SMW hacking and all the new sprites are just awesome!

Also, I have a few questions:

  • Why are there vegetable graphics in the SMB2 tilemap if they're not used?
  • I'm using the Mushroom block and the carryable_egg to make vegetables like in SMB2. I've gotten it to work pretty well, but there are two changes I'd like to make to the egg: one, that Mario can catch it again after hitting it into the air; and two, that Mario can catch it in the air while it is falling off the screen after hitting an enemy. Can you offer any help with this? - Ignore this
  • The underwater coins; wouldn't it have been easier to make them sprites instead?
Thanks
Pages: 1 2 3 4 5 6 7 8 9 10 11 12


Main - SMW Hacking - New Custom Sprites New thread | New reply

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.043 seconds. (340KB of memory used)
MySQL - queries: 132, rows: 171/172, time: 0.026 seconds.