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

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Mythbusterbro
Posted on 08-24-07 06:40 PM Link | Quote | ID: 63601


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Posted by ghettoyouth
Ok, I'll try to fix that later, thanks.

Here's my latest sprite, the snowman from Wario Land:



download

Great job on this sprite, it is great!

Erika
Posted on 08-25-07 03:51 AM Link | Quote | ID: 63642


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It's Buckethead!! Oh my god <3

mikeyk
Posted on 08-25-07 08:39 PM (rev. 3 of 08-26-07 05:24 PM) Link | Quote | ID: 63711


Paragoomba
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Mushroom Blocks - Edit: Link removed, now in Sprite Tool v1.35

I've decided it's finally time to release these. There's a readme that explains what you need to do to get the block and sprite working together. I've also included a sample ips for those that want to quickly see how they work.

Something I forgot to mention in the readme. There are two versions of the sprite. mushroom_block shouldn't be able to be destroyed at all. mushroom_block_2 is more like the other sprites in SMW in that it falls offscreen after colliding with other sprites.

ghettoyouth
Posted on 08-25-07 08:40 PM Link | Quote | ID: 63712


Red Goomba
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awesome! nice work!

Mythbusterbro
Posted on 08-25-07 08:45 PM Link | Quote | ID: 63715


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Posted by mikeyk


Mushroom Blocks

I've decided it's finally time to release these. There's a readme that explains what you need to do to get the block and sprite working together. I've also included a sample ips for those that want to quickly see how they work.

Something I forgot to mention in the readme. There are two versions of the sprite. mushroom_block shouldn't be able to be destroyed at all. mushroom_block_2 is more like the other sprites in SMW in that it falls offscreen after colliding with other sprites.

This is Great, I really needed it too!

boingboingsplat
Posted on 08-25-07 10:10 PM Link | Quote | ID: 63717


Giant Koopa
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Since: 07-23-07
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Finally! I can think of some great puzzles I can make with these!

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Remnic The Hedgehog
Posted on 08-26-07 05:43 AM Link | Quote | ID: 63744


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Posted by mikeyk


Mushroom Blocks

I've decided it's finally time to release these. There's a readme that explains what you need to do to get the block and sprite working together. I've also included a sample ips for those that want to quickly see how they work.

Something I forgot to mention in the readme. There are two versions of the sprite. mushroom_block shouldn't be able to be destroyed at all. mushroom_block_2 is more like the other sprites in SMW in that it falls offscreen after colliding with other sprites.

This is so cool! Way to go, mikeyk.

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boingboingsplat
Posted on 08-26-07 07:26 AM Link | Quote | ID: 63759


Giant Koopa
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Yes, I've already implemented those mushroom blocks into my hack, but I've yet to actually incorperate them in a level. There are lots of fancy things I could do with them though. Its always fun to mess around with new stuff! XD

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mikeyk
Posted on 08-26-07 08:17 AM Link | Quote | ID: 63761


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Sprite Tool v1.35

For most people this release is pretty minor:

* I've included all the sprites I've released since the last version.
* Giant and Classic Koopas can now give Yoshi abilities when in his mouth. Set the first extra bit to enable this behavior.

The major changes are related to the internals -- giving more flexibility to people coding their own sprites.

The 2 most significant bits of "Extra Property Byte 2" are now used to control how custom Sprites are handled when the status isn't 1 or 8:
* If neither bit is set, MAIN is called after the default handling of statuses 3,9,A,B. This is pretty much how Sprite Tool works now, except I added status 3 (smushed) to the list. This was designed so sprites can use the default handling routines, but use different graphics in the end.
* If bit 6 (0x40) is set, MAIN is called after the default handling of all statuses.
* If bit 7 (0x80) is set, the default handling is not used at all. MAIN is responsible for handling all statuses.

ghettoyouth
Posted on 08-26-07 10:51 AM Link | Quote | ID: 63771


Red Goomba
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nice additions, mikeyk

I've fixed the SMB2 POW, it turns all sprites on screen into coins now, except for yoshi (and maybe some others). Also it will disappear if you try to carry it through a pipe. Sorry, I haven't found a better way :3

download

I've also updated the Bucket Head.

download

lwares
Posted on 08-26-07 01:56 PM (rev. 2 of 08-26-07 01:57 PM) Link | Quote | ID: 63777


Koopa
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Since: 06-13-07
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I have just notice something mikeyk, poochy ExGFX in the tilemap folder.

Does this mean you are currently working on him at the moment or is the ExGFX just there to tease us.

____________________
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 08-26-07 04:40 PM Link | Quote | ID: 63787


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ghetto: I finally had a chance to try out your sprites -- awesome job. Perhaps I'll track down the level changing routine and allow custom sprites to be carried between levels. Right now it's not possible, The problem is similar to the silver P switch turning blue in the same situation.

lwares: Poochy was something that I was working on but abandoned. The graphics aren't there to tease you, I just forgot to delete them when making the release.

lwares
Posted on 08-26-07 04:44 PM (rev. 5 of 08-26-07 05:14 PM) Link | Quote | ID: 63788


Koopa
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Thanks for letting me know mikeyk.

Just to let you know I have a several mixed requests that I have posted in the ASM/Sprite/etc thread (which you can check out if you wish):

My Sprite requests
My ASM Sound code requests/questions
My Block requests

Edit: Also, Sprite Tool v1.35 and the Mushroom Blocks (which comes included with sprite tool) have been uploaded to SMW Central as well as this, the readme for the mushroom blocks has been edited to include the extra bit not mentioned already about the blocks.

____________________
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

boingboingsplat
Posted on 08-27-07 05:19 AM Link | Quote | ID: 63838


Giant Koopa
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From: Michicola

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Mikeyk, I found a problem with the Mushroom blocks. When you carry them through screen scrolling pipes (I'm using your by the way) the mushroom blocks show above the pipe. I could avoid this by setting layer priority, I just though you might want to know.

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Reini
Posted on 08-27-07 04:56 PM (rev. 3 of 08-27-07 06:19 PM) Link | Quote | ID: 63920


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Let"s see, superb mushroom block. Puzzles can me made, using it.

Now I'm minor editing the Giant Ice Koopa's GFX. Hopefully, it will be submitted today.
EDIT:Ahhh! My koopa is now broken!!Cancelled creation!

EDIT 2:Hei mikeyk, you improved giant koopas don't work in game. Only the shell shows.

mikeyk
Posted on 08-28-07 06:33 AM Link | Quote | ID: 64016


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Showing off what I worked on today.



It's still got some work to do, but it's working pretty well right now. If someone with some artistic skill wants to contribute a better default tilemap, that would be awesome.

boingboingsplat: thanks for pointing out the error with the mushroom block. i'll try to look into that soon.

reini: i just retested the giant koopas. they work fine for me.

boingboingsplat
Posted on 08-28-07 06:49 AM Link | Quote | ID: 64020


Giant Koopa
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Since: 07-23-07
From: Michicola

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Thats pretty flippin sweet Mikeyk. What happens if you get hit by an enemy? I'd help you with the graphics, but I'm no good at anything bigger that 16x16.

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mimic
Posted on 08-28-07 07:41 AM Link | Quote | ID: 64027


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I took a whack at drawing some bub gfx and let's see if this looks better, and also I hope the sub also works in no water levels as well because they look more like a U.F.O. than a sub, well here you go.clicky

Mattrizzle
Posted on 08-28-07 08:06 AM (rev. 3 of 08-28-07 08:17 AM) Link | Quote | ID: 64030


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How's this? It took me about 40 minutes to draw.


And here's the tilemap...

Also, I forgot to add that it uses a (slightly) custom palette, as the lightest shade of orange doesn't exist in the normal gray palette.

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roxahris
Posted on 08-28-07 08:12 AM Link | Quote | ID: 64031


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Posted by mikeyk
Showing off what I worked on today.



It's still got some work to do, but it's working pretty well right now. If someone with some artistic skill wants to contribute a better default tilemap, that would be awesome.

Holy...

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