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

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mikeyk
Posted on 07-30-07 04:47 AM (rev. 3 of 07-30-07 04:48 AM) Link | Quote | ID: 59465


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With the current release of sprite tool, the egg, when carried, cannot be remapped. I would recommend that you remap the giant shy guy instead. Or wait until I get the desire to improve sprite tool -- who knows when that will be

FirePhoenix0
Posted on 07-30-07 05:47 AM Link | Quote | ID: 59484


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Hey just wondering, are you still going to document the ASM for the original SMW sprites? Because I really want to try something with the portable springboard but without the ASM (which I would have no clue how to find) I can't do anything.

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icegoom
Posted on 07-30-07 06:21 AM Link | Quote | ID: 59501


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You could look through this disassembly yourself if you know what you're looking for.

Does that rideable egg just use whatever Ninji's second frame is set to instead of being hard-coded to use tile A9? I've remapped Ninji and the carried egg's second frame shows up as an unglitched Ninji if I stick them in the same area. (Not really a problem, just a curiosity)

It's nice to have my shots connecting with Birdo. The immunity to capes and bouncing blocks isn't really a problem with the particular Birdo I was concerned with, since it's an area not directly accessible to Mario anyway. But yeah, someone else might have trouble with that.

lwares
Posted on 07-30-07 06:24 AM Link | Quote | ID: 59504


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Posted by mikeyk
With the current release of sprite tool, the egg, when carried, cannot be remapped. I would recommend that you remap the giant shy guy instead. Or wait until I get the desire to improve sprite tool -- who knows when that will be
Okay then, instead can I have the ASM code to remap the top right of the giant shyguy to where the egg used to be? (which at least will have to do for now)

Many thanks...

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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

icegoom
Posted on 07-30-07 06:30 AM (rev. 2 of 07-30-07 06:30 AM) Link | Quote | ID: 59510


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That's Mattrizzle's Giant Shy Guy? Just change the tilemap. (Located under "sprite graphics routine")

TILEMAP dcb $A0,$AB,$C0,$C2,$E0,$E2,$E4,$E6
dcb $A0,$AB,$C0,$C2,$E0,$E2,$E4,$E6

I think you're wanting to change the $AB's into $A7's.

lwares
Posted on 07-30-07 06:47 AM (rev. 7 of 07-30-07 08:09 AM) Link | Quote | ID: 59515


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Thanks for that icegoom.

Edit: BTW, its $8C if anyone wish to remap the top right of the giant shyguy over where the egg used to be.

mikeyk: can sounds be added when the egg block is picked up and when it is thrown?

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L.Wares

Need any information or help hacking SMW? ask these people via PM:
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Reini
Posted on 07-31-07 01:28 PM Link | Quote | ID: 59683


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Posted by icegoom
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)


Can't you just submit the ExGFX file,containing the small and big Bully GFX?

blackhole89
Posted on 08-02-07 03:31 PM Link | Quote | ID: 59690


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Ah, so the maker decided to release those to the general public at last... I believe I've already seen most of those in development snapshots and otherwise linked stuff on 2ch; still, fairly impressive.

One thing I'd wonder about is how the reverse gravity in Kichikuou Mario ("Demo 6") is implemented. (Chances are it uses BMF's LevelASM rather than "generator-style" sprites, but you never know) Did you ever get around to look into that (given you took note of it at all)? (I would myself, but getting the server back in fully operational state is going to take a long time )

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Someguy
Posted on 08-03-07 05:23 AM Link | Quote | ID: 59810


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Posted by blackhole89
One thing I'd wonder about is how the reverse gravity in Kichikuou Mario ("Demo 6") is implemented. (Chances are it uses BMF's LevelASM rather than "generator-style" sprites, but you never know) Did you ever get around to look into that (given you took note of it at all)? (I would myself, but getting the server back in fully operational state is going to take a long time )


I looked at the level myself in the rom when trying to see what levels could gotten to, there's a flipped version of the level above it, I'm guessing it puts Mario up there and displays the reversed Mario in the player's sight.

Remnic The Hedgehog
Posted on 08-03-07 06:15 PM Link | Quote | ID: 59834


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When the upside-down level glitches sometimes, chances are that you can see garbled GFX that reflect the level above.

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blackhole89
Posted on 08-04-07 12:07 AM Link | Quote | ID: 59882


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Ah, so it's just that... explains why it was only done on one level

Still, I can imagine implementing "actual" reverse gravity can't be that hard, unless there are some differences between the top and bottom collision handling.

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Remnic The Hedgehog
Posted on 08-04-07 07:23 PM Link | Quote | ID: 59943


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I have a question. Is there a way to edit Bullies so that when Mario gets close enough, they begin pushing him around instead of just the very instant Mario enters the screen?

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mikeyk
Posted on 08-04-07 07:37 PM (rev. 4 of 08-07-07 04:09 AM) Link | Quote | ID: 59944


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I'm planning on giving Sprite Tool an update. Right now there is very little support for enemies that are carrayable, kicked, or being carried. I want to add more control over how they are handled.

I started looking at the source and the asm hacks that Sprite Tool inserts. I didn't like how I was handling the initialization of sprites, so I made some changes. I want to be sure I didn't break anything, so I need some help in testing. If all goes well, I can make the update I was planning on.

It you want to help out, download this archive. It contains a new version of main.bin and main.off. Copy them to your main Sprite Tool directory, overwriting the ones that are already there.

EDIT: link removed (Changes included in Sprite Tool v1.3)

Just use Sprite Tool as usual. Everything should work the same as before. If you notice anything different, let me know.

lwares
Posted on 08-04-07 08:11 PM (rev. 5 of 08-04-07 09:31 PM) Link | Quote | ID: 59947


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Funny Feels the same. Any chance of a experimental custom sprite please? So, we can get a faint idea to see if it works.

Many thanks...

Edit: or you could just supply us a code which gives a custom sprite characteristics like in SMB. 2 and a code which enables us to carry a giant koopa's shell.

Also, you said this regarding what maybe in the next release:

Posted by mikeyk
With the current release of sprite tool, the egg, when carried, cannot be remapped... wait until I get the desire to improve sprite tool -- who knows when that will be.
Will this be added/changed as part of the next release or is it avalibale to test today? If so can you post a new version of the egg asm which the tilemap is set as $8C when it is picked up and thrown. The rest regarding the tilemap of the egg when birdo spits it out I can deal with myself.

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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 08-04-07 08:28 PM Link | Quote | ID: 59948


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metroid hunter
Posted on 08-05-07 02:46 AM Link | Quote | ID: 59980

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I reckon a SMB3 Style bowser would be an awsome new sprite, the perfect boss as well... Besides using the old and boring smw bowser boss.

Remnic The Hedgehog
Posted on 08-05-07 07:31 AM Link | Quote | ID: 59992


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Posted by metroid hunter
I reckon a SMB3 Style bowser would be an awsome new sprite, the perfect boss as well... Besides using the old and boring smw bowser boss.
That boss was already made by Carol, the creator of Brutal Mario. It's Japanese and he doesn't want it used overseas.

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Skreeny
Posted on 08-05-07 09:03 AM Link | Quote | ID: 59996


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Did that person actually say that last part, or did you make it up?

It strikes me as more plausible that Carol simply didn't release it, particularly given that it's not on the Brutal Mario website.

metroid hunter
Posted on 08-05-07 02:42 PM (rev. 2 of 08-05-07 02:43 PM) Link | Quote | ID: 60012

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Carol? hes given me a few of his sprites such as the "giant koopa and the vertical boss bass" or what ever its called, Are you sure he made a SMB3 style bowser???? OMG does it like do the same thing such as break the bricks as he ground pounds.... hrmm if its true? maybe we should ask permission for a copy. PS, i didnt see no smb3 style bowser in brutal mario..

Remnic The Hedgehog
Posted on 08-05-07 06:01 PM Link | Quote | ID: 60016


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Download Brutal Mario at www.smwcentral.net, open it in LM and look for a level that looks like the final boss battle from SMB3.

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