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

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mimic
Posted on 07-27-07 10:52 PM Link | Quote | ID: 58978


Micro-Goomba
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Posted by lwares
Nice sprites, most of the credit should go to the creator whomever they are.

Just thought of an I idea, when most of the SMB. 3 sprites have been created someone should get full permission to use them and create a SMB. 3 remake.

Then again, its just only an idea.

Look forward to seeing some more and yes I know some of the creators are a touchy on sprite distribution.

I was gonna make a smb3 remake but I can't use the boom boom or angry sun so I ditched the idea and also how can i fix the boss bass.

mikeyk
Posted on 07-27-07 11:10 PM Link | Quote | ID: 58990


Paragoomba
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The boss bass is fine, you just have to type "no" at the prompt

Phoenix Yoshi
Posted on 07-27-07 11:25 PM Link | Quote | ID: 59013


Red Cheep-cheep
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Posted by mikeyk
Phoenix Yoshi: Bully is a SM64 enemy that bounces Mario around.



Yeah, figured that out on my own after looking at the .asm file. XD I haven't played SM64 in a while, so I kinda forgot that. Had to see "Big Bully" in the ASM file to remember what it was. XD Soo... Patch on showing how it works, plz. I want to see it in action in a 2D environment without putting it in myself.

Best Video Gamer
Posted on 07-28-07 12:17 AM Link | Quote | ID: 59051


Micro-Goomba
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Posted by mikeyk
Good news! I was contacted by MiOr, the creator of Mario Fantasy and various custom sprites....

The included sprites are:
Gusty
Inverted Podoboo
Bully (can be small or large depending on the extra bit)
Horizontal Thwomp (uses the extra bit for direction)
Bumpty
Ptooie


We can use the SMB3 Fortress 2 Podoboos now! You gotta thank MiOr for creating these awesome sprites!

____________________
Yeah, I coincidentally noticed that one day it was 1337 days since my last post here. On that day, I celebrated by finally logging on so that the time between my last post and my last login would be (approximately) 1337 days. That said, this board is a bit too inactive for my tastes, to be honest. I can still be found, however, on SMWCentral.

Remnic The Hedgehog
Posted on 07-28-07 01:23 AM (rev. 2 of 07-28-07 01:26 AM) Link | Quote | ID: 59063


Chasupa
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Since: 05-23-07
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I don't understand the prompt part in the Boss Bass sprite. Do you have a screencapture to show me where I type no?

Or is it where I try to insert the Boss Bass but I type no when Sprite Tool asks me to abort inserting the sprites?

EDIT: Nvm. I just found out.

____________________


S.N.N.
Posted on 07-28-07 05:56 AM Link | Quote | ID: 59128


Beezo
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Since: 02-19-07
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Sideway's Thwomp? As in the one used in the ice fortress in SMB3?

That one wins <3 Gusty does too.

____________________
Want custom overworld music in your SMW hack? Download this. Don't forget to RTFM.

Forte.EXE
Posted on 07-28-07 06:03 AM Link | Quote | ID: 59132


Koopa
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Now those sprites can be useful for hacks. This is really great.

icegoom
Posted on 07-28-07 05:57 PM Link | Quote | ID: 59189


Cheep-cheep
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This is a really exciting time to be a SMW hacker. With all the sprites we now have available, it's really becoming possible to make an "ultimate" Mario game out of SMW, where elements from anywhere in the Mario series can be combined.

Here's some Bully graphics I drew for anyone interested: (Drawn more from memory than reference, so they're not perfect)




You'll probably have to recolor them to fit in with whatever palette your game's using.

And yeah, so Boss Bass, awesome. It is kind of a shame that he doesn't come back if you kill him, though. (That bugs me about Porcupuffer in the original SMW, too) He also swims about a block too high to look like he's in layer 3 water, but it would probably be pretty easy to move him up or down on the screen. (Haven't tried it yet)

lwares
Posted on 07-28-07 09:30 PM (rev. 2 of 07-28-07 09:33 PM) Link | Quote | ID: 59207


Koopa
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I know this is off topic but I'll say it anyway.

I have used Boss Bass in a classic SMB. 3 Water themed level without the stage moving up and down.



I apologise for the graphics' palette and anything else.

Edit: BTW, this is part of a hack I will not release as it is for personal use.

____________________
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 07-29-07 05:44 AM (rev. 3 of 08-07-07 04:08 AM) Link | Quote | ID: 59283


Paragoomba
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I did a little more playing around, and wanted to share a new version of Birdo -- well, actually, just the egg that it shoots. If you are riding the egg, you can now press X/Y to carry it. I didn't actually edit Birdo to take more than one egg to kill, but it's certainly a possibility in the future.



Just a reminder, the egg must be the sprite immediately following Birdo.
EDIT: link removed (now included in Sprite Tool v1.3)

The only down side is that the egg now takes up 2 tiles in the gfx file, and they so happen to be the tiles that the Ninji usually occupies. This can't really be avoided.

chris10125
Posted on 07-29-07 06:53 AM Link | Quote | ID: 59298


Micro-Goomba
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Wow...Nice New sprites!

icegoom
Posted on 07-29-07 08:13 AM Link | Quote | ID: 59314


Cheep-cheep
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Ah ha ha! Carryable Birdo eggs? Yeah, I've been wanting those for a while now. I'm kind of torn about adding them in at this point, since I've got a couple of egg-riding segments that would become more difficult if the player wasn't allowed to press Y while riding the egg.

Something I've noticed about Birdos is that it's kind of spotty whether you can hit them with throwable objects. Sometimes your first shot will connect, sometimes several shots will go straight through them, and sometimes you flat out can't hit them at all. (Thwomps and Thwimps in the original game are similar in this regard) So if you give Birdos throwable object HP at some point in the future, you might want to look into that.

mikeyk
Posted on 07-29-07 08:47 AM (rev. 2 of 07-29-07 08:51 AM) Link | Quote | ID: 59321


Paragoomba
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That bug with Birdo is actually fixed. I noticed it for the first time when I was making the carryable eggs. If you downloaded new_egg.rar, you'll see that the updated Birdo asm file is included. Thanks for pointing it out though.

lwares
Posted on 07-29-07 02:24 PM (rev. 5 of 07-30-07 08:30 AM) Link | Quote | ID: 59353


Koopa
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mikeyk, nice work bringing back the original concept from SMB. 2 regarding birdo and the egg. Just need some HP and to disable jumping on it so you can stand on its head.

Many thanks...

____________________
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

The Kins
Posted on 07-29-07 04:04 PM Link | Quote | ID: 59362


Paratroopa
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Hmm, I just had an idea.

How easy would it be, to have a custom block that places a sprite like the egg in Mario's hands when you press X/Y in front of it? Cause I'm thinking that SMB2-esque veggies are very possible with what we have now.

Forte.EXE
Posted on 07-29-07 04:11 PM Link | Quote | ID: 59363


Koopa
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Posted by The Kins
Hmm, I just had an idea.

How easy would it be, to have a custom block that places a sprite like the egg in Mario's hands when you press X/Y in front of it? Cause I'm thinking that SMB2-esque veggies are very possible with what we have now.
SMB2-esque veggies would most likely be a fusion of a custom block(s) and the sprites for the tiles, I would likely guess.

mikeyk
Posted on 07-29-07 07:02 PM Link | Quote | ID: 59386


Paragoomba
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Crap. I just realized when I fixed the issue icegoom mentioned, I made Birdo immune to the cape/bounce blocks. I'll fix that up when I get a chance.

I see veggie sprites as a possibility, but unless I revamp sprite tool, things will be kinda limited.

lwares: What did you mean that the tilemap is wrong? Did you use the Gfx file that is included? This is from my original post: "The only down side is that the egg now takes up 2 tiles in the gfx file, and they so happen to be the tiles that the Ninji usually occupies. This can't really be avoided."

Remnic The Hedgehog
Posted on 07-29-07 07:47 PM Link | Quote | ID: 59394


Chasupa
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I had a new idea for a custom sprite, Mikeyk. What about rideable Thwomps like in SM64? It can use the extra bit. If its clear, it returns to where it was before it crashes to the floor. And it the extra bit is set, this sprite continues upwards like an elevator until Mario or the Thwomp hits the ceiling.

____________________


Sparks
Posted on 07-29-07 11:04 PM Link | Quote | ID: 59411


Goomba
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It'd be even better if someone could put in the veggie pull thing from SMB2, and then even get elements from SMA4 SMB3. (E-Reader cards)

____________________

lwares
Posted on 07-30-07 03:26 AM (rev. 3 of 07-30-07 03:39 AM) Link | Quote | ID: 59446


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

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Posted by mikeyk
lwares: What did you mean that the tilemap is wrong? Did you use the Gfx file that is included? This is from my original post: "The only down side is that the egg now takes up 2 tiles in the gfx file, and they so happen to be the tiles that the Ninji usually occupies. This can't really be avoided."
I edited the Giant Shyguy ExGFX which I had already in place in my hack.

This is what the default tilemap looks like:




And this is what my adjusted tilemap looks like:




Any thoughts?

Edit: My apologies mikeyk, I just had a look at your tilemap and it covers where a part of where the giant shyguy should be. Any chance of having the ASM code to have the egg which is fired from birdo to share the same tilemap as the egg throwing block in the place where the egg used to be in your adjusted ExGFX please? Also, can you include what part should be overwritten.

Many thanks...

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

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