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

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smwedit
Posted on 01-28-08 01:59 AM Link | Quote | ID: 75298


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Posted by iQue
Whats the progress on your BlowHard Sprite
It is on hold and it will be until I somehow get a fix for SMW's 5 tile per sprite limit. I know what causes it, and I know roughly how to "fix" it, but I haven't gotten around to it yet.

Reini
Posted on 02-06-08 11:54 AM Link | Quote | ID: 76480


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I have an idea for a new sprite. Actually it's an old sprite, but with dynamic GFX. The chain chomp from YI, that tries to bite Mario and it also looks at the player, biting.

Remnic The Hedgehog
Posted on 02-06-08 05:56 PM Link | Quote | ID: 76509


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Posted by Reini
I have an idea for a new sprite. Actually it's an old sprite, but with dynamic GFX. The chain chomp from YI, that tries to bite Mario and it also looks at the player, biting.
I hope you realize that smkdan's not taking requests. Anyhow, programming the Chomp's chains to move like in SMW2 and in SMB3 is still quite difficult. MiOr is currently the only sprite programmer I know who can make the chains move like in SMB3 instead of "stretching" like Carol's Chomp.

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doggycharly
Posted on 02-06-08 10:14 PM Link | Quote | ID: 76526


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would anyone can make this sprite if is possible:



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Reini
Posted on 02-06-08 10:31 PM Link | Quote | ID: 76528


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Posted by doggycharly
would anyone can make this sprite if is possible:




That fish is made of more than 5 tiles. It need some special treatment to work.

doggycharly
Posted on 02-06-08 10:37 PM Link | Quote | ID: 76529


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i have a problem:

yes i insert the patch whit xkas but still saying that

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Reini
Posted on 02-06-08 10:39 PM Link | Quote | ID: 76530


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Was the .bin file for the YIpswitch in the same folder?

doggycharly
Posted on 02-06-08 10:42 PM Link | Quote | ID: 76531


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Posted by Reini
Was the .bin file for the YIpswitch in the same folder?

what .bin file?

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Reini
Posted on 02-06-08 10:44 PM Link | Quote | ID: 76533


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Posted by doggycharly
Posted by Reini
Was the .bin file for the YIpswitch in the same folder?

what .bin file?

In the dynamic4 archiva, you will find
yi_pswitch.cfg
yi_pswitch.asm
yipswitch.bin

Both 3 should be in the same location.

doggycharly
Posted on 02-06-08 10:47 PM Link | Quote | ID: 76534


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Posted by Reini
Posted by doggycharly
Posted by Reini
Was the .bin file for the YIpswitch in the same folder?

what .bin file?

In the dynamic4 archiva, you will find
yi_pswitch.cfg
yi_pswitch.asm
yipswitch.bin

Both 3 should be in the same location.


thanks reini
Posted by reini
dynamic 4

i have the dynamic 2


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smwedit
Posted on 02-06-08 11:20 PM (rev. 2 of 02-06-08 11:37 PM) Link | Quote | ID: 76538


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Posted by Reini
Posted by doggycharly
would anyone can make this sprite if is possible:




That fish is made of more than 5 tiles. It need some special treatment to work.
sprites with more than 5 tiles usually work fine if there aren't too many other sprites on the screen and if there are NO other sprites on the screen that also take up more than 5 tiles.

I might try this sprite sometime.

The reason I don't want to release the BlowHard until I come up with a patch is because it's supposed to be able to work with more than just one on the screen.

EDIT: and the banzai bill seems to cause the least interference with other sprites when the sprite header properties are set to 4 (same in 1-1)

doggycharly
Posted on 02-06-08 11:32 PM Link | Quote | ID: 76540


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as you can see the yi pswitch Doesn't appear
What is the problem?

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smkdan
Posted on 02-07-08 06:00 AM Link | Quote | ID: 76589


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smwedit: the ball and chains and the swinging platform to name a few use a sprite memory that seems to trade amount of sprites on screen for greater tiles per sprite. Banzai gets 16 tiles because it's explicitly defined in the sprite header that it gets allocated more tiles. Big Boo and that gas bubble do this too. Can you also elaborate on what this patch will be modifying in the original code? Just curious.

doggycharly: The GFX it's getting from the ROM is empty, you didn't just ignore sprite tools warning did you?

smwedit
Posted on 02-07-08 09:44 PM (rev. 7 of 02-08-08 10:42 PM) Link | Quote | ID: 76648


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the patch would have 4 modifications:
1. before any sprites are processed, the part of the OAM that sprites use would be copied to another section in the RAM
2. right before each individual sprite is processed, the real OAM (the above mentioned part of it) is completely cleared (tiles set below screen boundary)
3. after the sprite is processed, the tiles found NOT to be below the screen boundary, which would be those drawn by the sprite, are "stacked" in the copy of the OAM, which means that each individual tile will be inserted into the first free slot.
4. after all sprites processed, the copied part of the OAM will be copied back to its original spot.

It will also have to process the last few bytes, containing 2 bits per tile, that exist at the end of the main OAM.

This will allow the number of tiles allowed sprites to be treated as a whole, instead of breaking it up for individual sprites.

I'm not sure if this idea is actually feasible, but it's an idea.

EDIT: on side note, I made the special allowances thing think the blowhard was the banzai bill by inserting it to sprite 9F, then I set the sprite header settings to 4, so this makes it not interfere with other sprites when ONLY ONE (these sprite header settings won't allow more than 1 "banzai bill") is on the screen. I could use the same method to make that big fish sprite.

EDIT2: that big fish is called the Lunge Fish

EDIT3: I set the palette header setting to E, and it allowed sprites to use 6 tiles, but it also reduced the number of sprites allowed on the screen to 8 (I think), so it looks like you will be getting the BlowHard sprite sooner, you will just need to set the sprite header settings right.

Normal Sprite Header Settings:


Sprite Header Settings set to E:


... and they don't even have to be inserted into the same sprite as the ball and chain

Reini
Posted on 02-16-08 05:09 PM Link | Quote | ID: 77994


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Does it also work with sprite header 00?

lwares
Posted on 02-16-08 11:17 PM (rev. 6 of 02-22-08 08:25 PM) Link | Quote | ID: 78020


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There are more YI sprites in progress by smwedit which can be seen on SMW Central.

They are the winged item cloud and two different types of goonies

Edit: SMW Patched with dsx.asm

Also, includes all the YI sprites created by smwedit & smkdan as of the 22/02/2008 as well as a level palette for the sprites.

Enjoy!

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L.Wares

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