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mugengod2006
Posted on 08-08-07 10:23 AM Link | Quote | ID: 60977

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To icegoom

I might be able to correct the bug. Please send IPS of your work with mail tentatively. If sprite is a cause, it is possible to correct it.

私はそのバグを修正することが出来るかもしれない。一応メールで、あなたの作品のIPSを送ってください。スプライトが原因なら修正できます。

Sorry.Bad English.

I'm Mail

mugengod2006@yahoo.co.jp

私のメールアドレスです。

mugengod2006@yahoo.co.jp

icegoom
Posted on 08-08-07 11:03 AM Link | Quote | ID: 60985


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Posted by mikeyk
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.

Someone at SMWCentral says that their game is freezing up whenever they come upon a shooter, and now that I think about it, there's also a Bullet Bill cannon on the next screen in the intro. I'm playing the game now up to a cannon, and yup, that does cause a crash, so that's probably the issue. I can send you the ROM if you want to see this in action.

mugengod2006: Thanks for the offer. I'm currently just using an older version of Sprite Tool to avoid the problem, so it doesn't urgently need to be fixed. But I can send it to you if you just want to research the problem and help mikeyk improve Sprite Tool.

mugengod2006
Posted on 08-08-07 11:12 AM Link | Quote | ID: 60986

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To icegoom

I see.
It is thought that I seem to be straight if I can cure it by seeing what nothing
but bug it is.

Of course, I want to help mikeyk.
Sent ROM is not misused.
I keep the promise.

Then,


わかりました。
私はただそれがどのようなバグかを見て、治せるなら直そうと思っています。

もちろんmikeykを助けたいと思います。
送ってもらったROMは悪用しません。
私は約束は守ります。

それでは。

Remnic The Hedgehog
Posted on 08-08-07 03:27 PM Link | Quote | ID: 61018


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To icegoom: Its possible that depending on the rom you're using, you might get a random glitch. I haven't got any glitches yet. Except for the fireball one which I fixed with the Classic Fireball patch.

____________________


Mattrizzle
Posted on 08-08-07 04:20 PM (rev. 2 of 08-08-07 04:23 PM) Link | Quote | ID: 61037


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Thanks to the info mikeyk just gave, I've found a way to fix the other problems with the Giant Koopa. Just replace the main routine with the following:

        dcb "MAIN"

PHB
PHK
PLB
LDA $14C8,x
CMP #$00 ; \ When in null status...
BEQ NoGfx ; / ...skip custom routine
CMP #$02 ; \ When killed...
BEQ InShell ; / ...use shell graphics
CMP #$0C ; \ When being transformed into an item at the goal...
BEQ NoGfx ; / ...skip custom routine
CMP #$09 ; \ When carryable, kicked, or being carried...
BCS InShell ; / ...use shell graphics
JSR SUB_GFX1
JSR CODE_START
NoGfx:
PLB
RTL
InShell:
JSR ShellGfx
PLB
RTL



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mikeyk
Posted on 08-08-07 04:28 PM (rev. 5 of 08-08-07 04:49 PM) Link | Quote | ID: 61039


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Sorry for the problems this has been causing -- things should be resolved soon. It does look like there is a problem with shooters, so I'm looking into that now

EDIT: I found and fixed the shooter bug, but I'm going to do a bit more testing before I release yet another buggy version of sprite tool. If you were using v1.31 and want to fix the problem in the meantime, open main.off in notepad. On the first line, change 17D to 19f and change 1aB to 1b7.

mugengod2006
Posted on 08-08-07 11:56 PM Link | Quote | ID: 61210

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To mikeyk

I think that the shooter makes an error because it modified the system for the sprite added by this update.

The cause might be in the part updated this time.

I'm sorry if it understood.


mikeykさんへ

今回の更新で追加したスプライトのために、システムを改変したのでシューターがエラーしているような気がします。

おそらく原因は今回更新した部分にあるでしょう。

わかっていたならすいません。

mikeyk
Posted on 08-09-07 07:31 AM (rev. 2 of 08-10-07 05:41 AM) Link | Quote | ID: 61365


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For the time being I'm posting this. It's the same as st131.rar that you may have downloaded, but with the change to main.off that I described in my previous post. This will fix the problem with shooters/generators not working.

Edit: st132.rar link removed in favor of version below


Phoenix Yoshi
Posted on 08-09-07 05:38 PM Link | Quote | ID: 61426


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Uhh.... Has anyone seen any glitches with the Directional Elevator sprites yet? In my hack, I've used the old Sprite Tool.... And for some reason, sometimes, the sprite won't spawn from the Elevator block.... Any idea why this happens? I noticed it happened once when I entered a pipe when a Left Elevator sprite was on the screen, but.... I can't seem to figure out why it happened after it left the screen and I left the level, then ended it.... Then it happened when it WASN'T EVEN SPAWNED and I left the level... Is this happening in the recent releases of Sprite Tool? This bug might be game-breaking if you NEED to use those sprites to clear a level....

cory21391
Posted on 08-09-07 06:17 PM Link | Quote | ID: 61436


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So..... when can I just forget any hopes of a DKC editor and just use custom sprites, blocks, graphics, music, asm hacks, the HDMA kit, etc. to recreate DKC through the SMW engine and change what I need there? lol jk jk.... hmmm.... that gives me an idea....

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mikeyk
Posted on 08-10-07 06:00 AM (rev. 2 of 08-12-07 10:00 PM) Link | Quote | ID: 61581


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Okay. This should be the last version you have to download! I rewrote some of the ASM hacks, and I'm finally happy with things overall. I even managed to do some testing before releasing this version -- go me!

Sprites should finally be handled properly. This means they will correctly turn into a coin when hit with a fireball; correctly turn into a powerup if carried across the goal. Shooters and generators won't crash your game.

If any bugs are left, they should be in the cfg/asm files -- meaning v1.33 of Sprite Tool should be the final version of the program. Crossing my fingers...

Sprite Tool v1.33 - Edit: Link removed for newer version

Remnic The Hedgehog
Posted on 08-10-07 06:25 AM Link | Quote | ID: 61590


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Thank you merciful mikeyk! I also found out that any kind of shooter that was already in SMW (Bullet Bill Shooter) could also crash your game. Hopefully, this version will steer clear from the glitch.

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mikeyk
Posted on 08-10-07 07:11 AM (rev. 2 of 08-10-07 08:06 AM) Link | Quote | ID: 61606


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I also have an update of MiOr's sprites. Bully and Bumpty have been modified. I'm haven't looked at what has changed exactly, but he says he has made some fixes.

He also had a couple notes about his sprites. He doesn't have Yoshi in his hack, so his sprites may not interact correctly with Yoshi. He also mentions that his ptooie is marked as inedible in the cfg file. If you change this, and Yoshi eats the plant, the ball also disappears since it is implemented at one sprite.

Edit: I just updated st133.rar (linked above). Last update for real! I made a small change to the generic generator. Also, a new version of cfg_editor is included. Unknown bits 6 and 8 are now labeled correctly.

Remnic The Hedgehog
Posted on 08-10-07 09:19 PM Link | Quote | ID: 61727


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mikeyk, people have been saying this for about a while now but is there a way to have custom sprites and custom music without glitching and losing songs?

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Ice Man
Posted on 08-11-07 02:13 AM Link | Quote | ID: 61783


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Actually it just works for fine. Some people seem to have problems with it while it works for others.

darklink898
Posted on 08-11-07 04:33 AM Link | Quote | ID: 61794


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I'll try to get all the songs I need inside first, and then insert the sprites.
I think it might work.

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mikeyk
Posted on 08-11-07 08:49 PM (rev. 3 of 08-12-07 03:21 AM) Link | Quote | ID: 61873


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If you insert all custom music and then insert all custom sprites, both should work. Reverse the order, and all bet are off. Perhaps I will put out one more "final" version of sprite tool that plays better with other utilities.

EDIT:
I poked around with the AddMusic program, hoping to find out why some people were having problems with using custom music and sprites together. In doing so, I found out that I have never used a RATS tag correctly.

Instead of inverting the number of bytes to protect:
STAR 02 00 FD FF
I had always been taking the negative, which differs by 1:
STAR 02 00 FE FF

I am now writing valid RATS tags and respecting RATS tags added by other programs. Hopefully this will fix the conflicts with AddMusic. As always, back up your ROM before trying.

In addition I replaced TRASM.EXE with the Win32 version available on the Japanese sm4wiki. Thanks to whoever recompiled it. This should increase the speed and compatibility of Sprite Tool.

http://mikeyk730.googlepages.com/st134.rar

mikeyk
Posted on 08-12-07 09:59 PM Link | Quote | ID: 62013


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A couple new things...

http://mikeyk730.googlepages.com/koopas.rar
Now that carryable sprites are a possibility, here is my first attempt at the classic Koopas. They're basically 2 tile high Buzzy Beetles at this point. Yoshi can eat and spit out the shells, but he doesn't get any special abilities.

Because the Giant Koopas are so similar, I changed them to stay in Yoshi's mouth and added a blue version as well.

http://mikeyk730.googlepages.com/level_ender.rar
Level Ender no longer looks at sprites that don't turn into a coin at the goal tape. This will allow the Level Ender to be used with Yoshi, many platforms, power-ups, the key, and others. Also I now included 4 cfg files that control which music to play and whether or not Mario walks when the level ends

icegoom
Posted on 08-12-07 11:19 PM Link | Quote | ID: 62023


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Ha ha! You are ridiculously hard working, mikeyk. I'm having a hard time keeping up, having to change versions of Sprite Tool and move my old sprites over every few days. (That's not a complaint at all) I'm glad to hear that this should work with AddMusic now. (Now, if only AddMusic could work with an already expanded ROM, I'd be in business)

Classic Koopas that don't give Yoshi abilities? Awesome. I've already made those changes permanently to the original sprites, but if I were to start over, I could see SMW Koopas and Classic Koopas co-existing as being a very good thing. (Most of the time SMW Blue Koopas are bad from a level design perspective, but sometimes you just don't want to go to the trouble of making an alternate Yoshi path and just want to plunk a free blue shell down)

Oh, and the Level Ender ignoring platforms is super nifty, too. SMB1 Bowser Battles with platforms to aid jumping over his head are now possible.

Remnic The Hedgehog
Posted on 08-12-07 11:25 PM Link | Quote | ID: 62025


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And now all we need is a custom sprite or block that prevents Mario and scrolling from going left. Just like in SMB1.

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