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Main - SMW Hacking - New YI sprites New thread | New reply

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smkdan
Posted on 01-10-08 06:16 AM (rev. 3 of 01-23-08 03:23 AM) Link | Quote | ID: 73142


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Hi.

I had a thread with a few hundred replies of SMWC but since it's down for whatever reason I'll be making a thread here. You can see the original work here for the time that SMWC is still up for viewing:

http://www.smwcentral.net/?p=thread&id=1640

You can download the current ones here:

http://smkdan.eludevisibility.org/other/dynamic4.zip

And I'll continue with the updates here.

Fixes:

60FPS Fat Goonie

My original was a 30FPS which looked a bit coarse, so a simple mod (and a 16kb GFX file) had it rolling at 60FPS.

The spinning log had a solidity issue fixed.

New:

Woozy guys. In original 16x16 size or a new 32x32 size that uses GFX of which I can't remember the original use...They act pretty close to the original, can't fault anything from what I see.




New Ptooie Piranha:

The new and imporved version of my old sprite, with new dynamic GFX. The head rotates around Mario and has a much smoother animation than the old. Also, the impact GFX appears in the right spot (point of impact), turn blocks create shatter GFX instead of stars and you don't have to release the item carried to hurt it (you can hurt it by walking while carrying a shell into it).

I laid out the asm in a way which made it easy for me to make, but also lets you customise it a bit.

;a series of commands that run in the order you see here.  You can stick commands anywhere aslong as EndFire stays at the end
;if you want it to fire 5 times for example, there'd be 5 Aim + Fires. An Aim MUST precede a Fire.
;it can't fire more than 16 times in a loop
ACTIONTABLE ;a jump table. not sure how you can just write data without instructions. TRASM blows, BTW. It's older than alot of the board members.
JMP LocateMario ;00 locate mario...
JMP Stare ;01 and stare for a bit
JMP Aim ;02 aim head for the first shot
JMP Fire ;03 fire first shot
JMP Wait ;04 wait until next shot
JMP Aim ;05 aim for second shot
JMP Fire ;06 fire second shot
JMP Wait ;07 wait some more
JMP Aim ;08 aim for third shot
JMP Fire ;09 fire last shot
JMP Wait ;0A final wait
JMP Wait ;0B is longer than normal
JMP EndFire ;0C loop back to 00

;hurt
JMP GetHurt ;0D rear head and flash
JMP CheckDeath ;0E die if hit counter has expired

;must point to GetHurt
HURT_INDEX = $0D


That's the actions the pirhana loops through. I think it explains itself, but ask questions if you need.

There's a bunch of other customisable stuff include palettes, hitpoints and firing angles. Be sure to read it carefully to avoid glitches and whatnot.

UPDATE: I forgot to include the GFX file to use with it. It's half an SP4 file that contains GFX for needlenose bomb and the vine tiles.

UPDATE2: It now shrinks and pops when it dies with selectable sound.





Also, don't post suggestions / ideas (because request is such a dirty word!) for other sprites. I know what is there and I'll make what I please when I please. I like to do a few things outside of this.

So, comments / thoughts?

pieguy1732
Posted on 01-10-08 06:34 AM Link | Quote | ID: 73148


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I like how everything is customizable, so you can have one that fires low and another that fires up.

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smwedit
Posted on 01-11-08 01:41 AM (rev. 3 of 01-13-08 01:33 AM) Link | Quote | ID: 73229


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Since smkdan is releasing his dynamic sprites here, and since SMWCentral is down, I'll go ahead and post my dizzy dandy flower sprite here since I don't want to make another thread just for one sprite.

http://tempboard2.te.funpic.org/dizzydandy.zip

I have included two versions: one that kills sprites as it rolls, and one that does not (since the sprite killer routine can be glitchy with shells and other flowers).


... also, smkdan: the border of the small woozy guy is the wrong color number, but it's not really that big of a deal if nobody plans to use that color in the palette for any sprites requiring custom palettes.

EDIT: right now I'm working on the chomp rock

smkdan
Posted on 01-11-08 02:39 AM (rev. 3 of 01-11-08 03:35 AM) Link | Quote | ID: 73237


Ninji
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Thanks, I never picked that up since I didn't switch from the green palette which has no colors in the 'upper' portion of the palette. It's fixed now, something happened when I imported the palette in photoshop.

The glitchy sprite killer is partly because you only account for the normal status for 14C8, so kicked status sprites / stationary sprites (shells) don't fall into your criteria.

SpriteStatusRtPtr:     51 81      .dw EraseSprite           ; 0 - Non-existant (Bypassed above) 
72 81 .dw CallSpriteInit ; 1 - Initialization
A2 9A .dw HandleSprKilled ; 2 - Falling off screen (hit by star, shell, etc)
E4 9A .dw HandleSprSmushed ; 3 - Smushed
52 9A .dw HandleSprSpinJump ; 4 - Spin Jumped
7B 9A .dw CODE_019A7B ; 5
6D 81 .dw HandleSprLvlEnd ; 6 - End of level turn to coin
56 81 .dw Return018156 ; 7 - Unused
C2 85 .dw Return0185C2 ; 8 - Normal (Bypassed above)
3C 95 .dw HandleSprStunned ; 9 - Stationary (Carryable, flipped, stunned)
13 99 .dw HandleSprKicked ; A - Kicked
71 9F .dw HandleSprCarried ; B - Carried
57 81 .dw HandleGoalPowerup ; C - Power up from carrying a sprite past the goal tape

smwedit
Posted on 01-11-08 03:02 AM Link | Quote | ID: 73241


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It's not glitchy in the sense that it doesn't kill shells, it's only glitchy because sometimes it kills shells, and sometimes the shells kill it. (only if the shells are kicked at it)

smkdan
Posted on 01-11-08 03:34 AM Link | Quote | ID: 73246


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Somehow I read that BCC as a BNE, my bad.

You can't control that 'glitch' since the order of sprites in the tables defines the order they are run in. If you disable interaction with other sprites for the flower it will always be handled by the flower despite the order, unless there's a reason you need to have it on.

Remnic The Hedgehog
Posted on 01-11-08 04:04 AM Link | Quote | ID: 73248


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smkdan, glad to see you're back. And these new sprites are amazing!

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andy_k_250
Posted on 01-11-08 04:45 AM Link | Quote | ID: 73259


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These look great!

What is next on your plate? How is your sampling program going?

Reini
Posted on 01-11-08 12:45 PM (rev. 2 of 01-11-08 12:48 PM) Link | Quote | ID: 73276


Koopa
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Shit! Those look awesome!

EDIT:http://tempboard2.te.funpic.org/dizzydandy.zip

I can't access the link. Can you host it on Sendspace?

blackhole89
Posted on 01-11-08 12:51 PM Link | Quote | ID: 73277


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Sendspace?

*hint hint*

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smkdan
Posted on 01-11-08 03:15 PM Link | Quote | ID: 73282


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Reini: try again? The download pops right up for me.

andy: I'd like to make that blue hypno platform that's linguided but I'd have to learn how line guided stuff works by studying uncommented assembly...

My tool is still on ice. If I get back into it, the next feature would be providing sample banks on a per level basis. It would do alot for custom music since SMW's samples make it sound so abstract.

Reini
Posted on 01-11-08 04:12 PM Link | Quote | ID: 73285


Koopa
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Posted by smkdan
Reini: try again? The download pops right up for me.

andy: I'd like to make that blue hypno platform that's linguided but I'd have to learn how line guided stuff works by studying uncommented assembly...

My tool is still on ice. If I get back into it, the next feature would be providing sample banks on a per level basis. It would do alot for custom music since SMW's samples make it sound so abstract.


Still doesn't work.

blackhole89
Posted on 01-12-08 01:50 AM Link | Quote | ID: 73326


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Mirrored on the uploader for your convenience.

Makes me wonder why it doesn't work for you though...

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jargon
Posted on 01-12-08 02:05 AM Link | Quote | ID: 73330


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nice bush.

i like the 'block rips part of the bush out' effect.

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boingboingsplat
Posted on 01-12-08 04:52 PM Link | Quote | ID: 73356


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It's obviously just a test level. >.>

These sprites look awesome, but I've yet to test them. I will soon though.

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smwedit
Posted on 01-13-08 03:20 AM Link | Quote | ID: 73383


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Crate and Chomp Rock:


Yes, the chomp rock is glitchy right now, but the glitches will be fixed.

Ailure
Posted on 01-13-08 03:28 AM Link | Quote | ID: 73384

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Looks really neat.

I just hope people won't use this as a excuse to do yet another crappy remake hack (Yoshi Island), but rather for creating hacks with new levels.

...then, recreating Yoshi Island with the SMW engine gotta be really hard. Still no good excuse.

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Smallhacker
Posted on 01-13-08 04:18 AM Link | Quote | ID: 73389


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Posted by Ailure
...then, recreating Yoshi Island with the SMW engine gotta be really hard.

Blackhole already did that, remember? (Note: Turn your speakers down)

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troopa pride
Posted on 01-13-08 04:53 AM Link | Quote | ID: 73390


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A YI remake of smw is IMPOSSIBLE due to the limitations of smw's tile system and graphics.
Still, if it can be pulled off, its be nice kind of...interesting.

Ailure
Posted on 01-13-08 12:02 PM Link | Quote | ID: 73408

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Limits doesn't stop some people from doing a crappy attempt.

Spoiler:
That thread by Blackhole89 was made only in protest of those hacks as well...


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