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

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lwares
Posted on 08-05-07 08:47 PM (rev. 2 of 08-05-07 08:49 PM) Link | Quote | ID: 60026


Koopa
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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
Posted on 08-06-07 07:24 PM Link | Quote | ID: 60462

Newcomer
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Posted by metroid hunter
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..
Carol 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
Posted on 08-06-07 07:38 PM (rev. 3 of 08-06-07 07:42 PM) Link | Quote | ID: 60466


Koopa
Level: 25

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Posted by XM
P.S he gave me more than one Smb3 bowser,also i any of you want them just email Carol and Ask.
I 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
Posted on 08-06-07 08:08 PM Link | Quote | ID: 60487


Chasupa
Level: 56

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

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darklink898 and I will be using that Ice Block custom sprite for something in our hack which proves to be something very valuable.

____________________


mikeyk
Posted on 08-07-07 05:38 PM (rev. 4 of 08-10-07 05:42 AM) Link | Quote | ID: 60673


Paragoomba
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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
Posted on 08-07-07 05:40 PM Link | Quote | ID: 60675


Red Goomba
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Since: 08-06-07
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nice work mikeyk. thank you!

Remnic The Hedgehog
Posted on 08-07-07 06:05 PM Link | Quote | ID: 60679


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

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This is going to be awesome! Thank you!

*submits to SMWCentral*

____________________


Ice Man
Posted on 08-07-07 06:21 PM (rev. 2 of 08-07-07 06:25 PM) Link | Quote | ID: 60687


Cheep-cheep
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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
Posted on 08-07-07 07:01 PM (rev. 3 of 08-07-07 07:21 PM) Link | Quote | ID: 60703


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

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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
Posted on 08-07-07 07:20 PM Link | Quote | ID: 60710


Micro-Goomba
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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
Posted on 08-07-07 08:22 PM (rev. 2 of 08-07-07 08:22 PM) Link | Quote | ID: 60739


Chasupa
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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?

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mikeyk
Posted on 08-07-07 09:48 PM Link | Quote | ID: 60766


Paragoomba
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I updated the link above. The fireball bug should be fixed.

Remnic The Hedgehog
Posted on 08-07-07 09:51 PM Link | Quote | ID: 60767


Chasupa
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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.

____________________


Ice Man
Posted on 08-07-07 10:06 PM Link | Quote | ID: 60771


Cheep-cheep
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Thanks for fixing the Koopa, too. Now I just need to know how to make it use 32x32 instead of 24x32.

mimic
Posted on 08-07-07 10:35 PM Link | Quote | ID: 60775


Micro-Goomba
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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
Posted on 08-07-07 10:48 PM Link | Quote | ID: 60778


Red Cheep-cheep
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Posted by mimic
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?
mikeyk 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 Man
Thanks for fixing the Koopa, too. Now I just need to know how to make it use 32x32 instead of 24x32.
You can easily make it 32x32 by following these instructions:
1. In the ASM file, edit the displacement maps as follows...

HORIZ_DISP:	

dcb $08,$F8,$08,$F8
dcb $F8,$08,$F8,$08


...and for the shell:

HORIZ_DISP2:

dcb $F8,$08,$F8,$08
VERT_DISP2:
dcb $F0,$F0,$00,$00
dcb $F0,$F0,$00,$00


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 mikeyk
* 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.
Spiffy! 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*

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Ice Man
Posted on 08-07-07 11:28 PM Link | Quote | ID: 60789


Cheep-cheep
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Thanks alot, Mattrizzle.

Mattrizzle
Posted on 08-08-07 12:21 AM (rev. 3 of 08-08-07 04:14 PM) Link | Quote | ID: 60819


Red Cheep-cheep
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Two more glitches:
  1. In this screenshot, I carried a giant Green Koopa to the goal. That sprite is a regular Mushroom.

  2. The coin a sprite becomes when the goal post is touched ($14C8: #$06) is also glitched. However, this instance can be fixed by altering the Giant Koopa's assembly.

On another note, $14C8: #$10 turns any sprite into a mushroom. That is another status you may want to avoid giving alternate mappings. Never mind.

____________________

icegoom
Posted on 08-08-07 01:36 AM Link | Quote | ID: 60841


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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
Posted on 08-08-07 04:25 AM (rev. 2 of 08-08-07 04:30 AM) Link | Quote | ID: 60898


Paragoomba
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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.
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