| |||
Views: 88,501,825 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 04-29-24 05:30 PM |
|
Guest: Register | Login |
0 users currently in SMW Hacking | 3 guests |
Main - SMW Hacking - New Custom Sprites | New thread | New reply |
lwares |
| ||
Koopa Level: 25 Posts: 56/103 EXP: 82076 Next: 7544 Since: 06-13-07 From: Colchester, UK Last post: 5916 days Last view: 5261 days |
For those who haven't SMB. 3 Bowser in Action in "Brutal Mario" should know that he isn't perfectly accurate like his counterpart in the game and also uses several sprites.
When using outside of "Brutal Mario" he does not break the block (depending on what type) on direct contact. ____________________ 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 |
XM |
| ||
Newcomer Level: 3 Posts: 1/1 EXP: 78 Next: 50 Since: 08-06-07 Last post: 6110 days Last view: 6110 days |
Posted by metroid hunterCarol Sent me all of his sprites along with custom blocks and ASM hacks from Brutel Mario so yes there is a Smb3 bowser in it. P.S he gave me more than one Smb3 bowser,also i any of you want them just email Carol and Ask. |
lwares |
| ||
Koopa Level: 25 Posts: 57/103 EXP: 82076 Next: 7544 Since: 06-13-07 From: Colchester, UK Last post: 5916 days Last view: 5261 days |
Posted by XMI agree with that statement! Another thng could be to try and attempt creating it yourself, like people are doing with other custom sprites. ____________________ 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 |
| ||
Chasupa Level: 56 Posts: 193/675 EXP: 1379373 Next: 18803 Since: 05-23-07 From: Kickapoo, Missouri Last post: 5176 days Last view: 5184 days |
darklink898 and I will be using that Ice Block custom sprite for something in our hack which proves to be something very valuable. ____________________ Marry off the poptart, I was strutting my horse. Streisand died in Mordor, It's I, yes I, the cyclopse, lol. |
mikeyk |
| ||
Paragoomba Level: 22 Posts: 33/74 EXP: 49992 Next: 8358 Since: 06-11-07 Last post: 6050 days Last view: 4126 days |
Sprite Tool v1.31 - Edit: link removed in favor of version below
* Added some support for carryable, kicked, and carried sprites. To programmers: If $14C8,x > 8, the default handling runs with the "acts like" setting. After the default handling, the custom sprite's "MAIN" routine is called. There you can handle extra stuff needed like changing the graphics. * Made two Giant Koopas (green and red versions) that take advantage of the new functionality * Edited the carryable egg so it's back to using a single tile * Fixed a bug in about 15 sprites (birdo, all hammer bro varities, and a bunch of others) that prevented them from being killed by kicked sprites in certain cases. To programmers: Apparently $1558,x is used for something and shouldn't be used as a general purpose timer. |
ghettoyouth |
| ||
Red Goomba Level: 15 Posts: 4/35 EXP: 16186 Next: 198 Since: 08-06-07 From: germany Last post: 5921 days Last view: 5913 days |
nice work mikeyk. thank you! |
Remnic The Hedgehog |
| ||
Chasupa Level: 56 Posts: 199/675 EXP: 1379373 Next: 18803 Since: 05-23-07 From: Kickapoo, Missouri Last post: 5176 days Last view: 5184 days |
This is going to be awesome! Thank you! *submits to SMWCentral* ____________________ Marry off the poptart, I was strutting my horse. Streisand died in Mordor, It's I, yes I, the cyclopse, lol. |
Ice Man |
| ||
Cheep-cheep Level: 33 Posts: 110/197 EXP: 219083 Next: 10096 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Yay, but I got a problem already. Is there a way to expand the koopas tilemap to 32x32?
EDIT: Is it just me or is the shell tilemap messed up? |
lwares |
| ||
Koopa Level: 25 Posts: 61/103 EXP: 82076 Next: 7544 Since: 06-13-07 From: Colchester, UK Last post: 5916 days Last view: 5261 days |
mikeyk, didn't the giant koopas have an extra setting where they can be set as para-giant koopas? could you sort it out please or is this due to Japanesse custom sprite distribution issues?
Edit: Just had a look at the ASM code it looks like its you own creation, Sorry. Also, can sounds be added when the egg block is picked up and when it is thrown? ____________________ 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 |
mimic |
| ||
Micro-Goomba Level: 12 Posts: 14/19 EXP: 6482 Next: 1439 Since: 07-21-07 Last post: 6059 days Last view: 5815 days |
I noticed you included some poochy gfx with the new spritetool. So are we going to see a poochy in the near future. |
Remnic The Hedgehog |
| ||
Chasupa Level: 56 Posts: 200/675 EXP: 1379373 Next: 18803 Since: 05-23-07 From: Kickapoo, Missouri Last post: 5176 days Last view: 5184 days |
mikeyk, I have a strange conflict. I inserted the new sprites which has the new configurations for carrying sprites but now when the sprite gets hit with a fireball, it would jump up in the air, but it doesnt die. Instead, it changes its GFX to the first sprite GFX page in the 8x8 editor with garbled GFX, acts like it should but doesnt harm mario. It seems to be a type of glitch with Sprite Tool. Do you have an idea on how I can fix this? ____________________ Marry off the poptart, I was strutting my horse. Streisand died in Mordor, It's I, yes I, the cyclopse, lol. |
mikeyk |
| ||
Paragoomba Level: 22 Posts: 34/74 EXP: 49992 Next: 8358 Since: 06-11-07 Last post: 6050 days Last view: 4126 days |
I updated the link above. The fireball bug should be fixed. |
Remnic The Hedgehog |
| ||
Chasupa Level: 56 Posts: 201/675 EXP: 1379373 Next: 18803 Since: 05-23-07 From: Kickapoo, Missouri Last post: 5176 days Last view: 5184 days |
Well actually, you can avoid the bug by patching the Classic Fireball patch. It will avoid the glitch. Custom sprites don't change and they fall offscreen. ____________________ Marry off the poptart, I was strutting my horse. Streisand died in Mordor, It's I, yes I, the cyclopse, lol. |
Ice Man |
| ||
Cheep-cheep Level: 33 Posts: 112/197 EXP: 219083 Next: 10096 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Thanks for fixing the Koopa, too. Now I just need to know how to make it use 32x32 instead of 24x32. |
mimic |
| ||
Micro-Goomba Level: 12 Posts: 15/19 EXP: 6482 Next: 1439 Since: 07-21-07 Last post: 6059 days Last view: 5815 days |
I have a problem with the giant koopa, when it's in it's shell it shows a tile from the banzai bill in sp4, but it shows the shell when it is killed. Yes I have downloaded spritetool v.131 and replaced all the sprites from that rar. and put them all in the sprites folder and I reinserted all the sprites I have and it still does the same thing. Is there something I'm doing wrong? |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 142/202 EXP: 226397 Next: 2782 Since: 04-21-07 From: United States Last post: 2424 days Last view: 2384 days |
Posted by mimicmikeyk altered more than just the sprites in the new version. Did you extract everything from the RAR and overwrite all of the outdated files in your sprite tool folder? At first, I had the same problem until I realized I didn't do that. Posted by Ice ManYou can easily make it 32x32 by following these instructions: 1. In the ASM file, edit the displacement maps as follows... HORIZ_DISP: ...and for the shell: HORIZ_DISP2: 2. Make the following changes to the CFG file: Object clipping, table offset (0-F): [9] Sprite clipping, table offset (0-3B): [16] Posted by mikeykSpiffy! Now perhaps I can work on custom SMB3 Koopas that function separately from the default SMW ones, and a-- *trampled by an angry mob for not working on the SMB2 music patch* ____________________ |
Ice Man |
| ||
Cheep-cheep Level: 33 Posts: 114/197 EXP: 219083 Next: 10096 Since: 02-20-07 From: Germany Last post: 2385 days Last view: 935 days |
Thanks alot, Mattrizzle. |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 143/202 EXP: 226397 Next: 2782 Since: 04-21-07 From: United States Last post: 2424 days Last view: 2384 days |
Two more glitches:
____________________ |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 176/195 EXP: 215680 Next: 13499 Since: 02-25-07 From: United States Last post: 6050 days Last view: 6051 days |
Bizarrely, after inserting sprites with the new Sprite Tool, there's a major problem with my game's opening. As soon as Mario stomps a Koopa, the colors get messed up and game freezes:
If I start a game before Mario gets to the Koopa, everything seems to work fine. (I haven't tested every single sprite I inserted yet, though) I did bring several .asm and .cfg files over from the older version of sprite tool because I didn't want to change all the tilemaps again, so I probably should try again with the updated sprites. I can function just fine with an older version of Sprite Tool for the time being, but this is kind of weird. |
mikeyk |
| ||
Paragoomba Level: 22 Posts: 35/74 EXP: 49992 Next: 8358 Since: 06-11-07 Last post: 6050 days Last view: 4126 days |
Mattrizzle: Carrying the sprite past the goal tape and turning into a powerup ($14C8: #$0C) was something I hadn't considered. That should be an easy fix.
I haven't been able to reproduce the coin at the end of the level glitch ($14C8: #$06). I can't imagine why that wouldn't be working if you're using the latest version. If you can explain this further or supply more information, it'd be appreciated. Also, what were you saying about $14C8,x: #$10? That's not even a valid status. It can only be from 00-0C. icegoom: Hmmm... that is quite odd. I really can't think of anything that would be causing your problem. If you send me your ROM, I can trace it for you and figure out why it's crashing. |
Main - SMW Hacking - New Custom Sprites | New thread | New reply |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 132, rows: 171/172, time: 0.023 seconds. |