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Main - SMW Hacking - New Custom Sprites | New thread | New reply |
Remnic The Hedgehog |
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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 |
Cool! I like Spikes in SMB3! Good job! ____________________ Marry off the poptart, I was strutting my horse. Streisand died in Mordor, It's I, yes I, the cyclopse, lol. |
mikeyk |
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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 |
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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 |
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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 You can watch the Youtube video he uploaded at his blog to see if the sprites are ridable and carryable. ____________________ Marry off the poptart, I was strutting my horse. Streisand died in Mordor, It's I, yes I, the cyclopse, lol. |
lwares |
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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 HedgehogI 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 |
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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 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 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 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 |
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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 lwaresEdit: 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 |
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Goomba Level: 13 Posts: 25/25 EXP: 9887 Next: 380 Since: 03-14-07 From: Kentucky Last post: 6054 days Last view: 5861 days |
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mikeyk |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 icegoomActually, the most current version is 1.35. ____________________ |
icegoom |
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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 |
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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 |
mikeyk |
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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 |
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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 |
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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 "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 |
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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:
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