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Main - SMW Hacking - New YI sprites | New thread | New reply |
smwedit |
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Goomba Level: 14 Posts: 22/27 EXP: 11003 Next: 2068 Since: 07-03-07 Last post: 5830 days Last view: 5041 days |
Posted by iQueIt 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 |
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Koopa Level: 25 Posts: 67/104 EXP: 83485 Next: 6135 Since: 05-19-07 Last post: 5263 days Last view: 5248 days |
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 |
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Chasupa Level: 56 Posts: 530/675 EXP: 1380065 Next: 18111 Since: 05-23-07 From: Kickapoo, Missouri Last post: 5183 days Last view: 5191 days |
Posted by ReiniI 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. ____________________ Marry off the poptart, I was strutting my horse. Streisand died in Mordor, It's I, yes I, the cyclopse, lol. |
doggycharly |
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Goomba Level: 13 Posts: 11/23 EXP: 8705 Next: 1562 Since: 04-16-07 Last post: 5566 days Last view: 5556 days |
would anyone can make this sprite if is possible:
____________________ |
Reini |
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Koopa Level: 25 Posts: 69/104 EXP: 83485 Next: 6135 Since: 05-19-07 Last post: 5263 days Last view: 5248 days |
Posted by doggycharly That fish is made of more than 5 tiles. It need some special treatment to work. |
doggycharly |
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Goomba Level: 13 Posts: 12/23 EXP: 8705 Next: 1562 Since: 04-16-07 Last post: 5566 days Last view: 5556 days |
i have a problem:
yes i insert the patch whit xkas but still saying that ____________________ |
Reini |
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Koopa Level: 25 Posts: 70/104 EXP: 83485 Next: 6135 Since: 05-19-07 Last post: 5263 days Last view: 5248 days |
Was the .bin file for the YIpswitch in the same folder? |
doggycharly |
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Goomba Level: 13 Posts: 13/23 EXP: 8705 Next: 1562 Since: 04-16-07 Last post: 5566 days Last view: 5556 days |
Posted by Reini what .bin file? ____________________ |
Reini |
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Koopa Level: 25 Posts: 71/104 EXP: 83485 Next: 6135 Since: 05-19-07 Last post: 5263 days Last view: 5248 days |
Posted by doggycharlyPosted by Reini In the dynamic4 archiva, you will find yi_pswitch.cfg yi_pswitch.asm yipswitch.bin Both 3 should be in the same location. |
doggycharly |
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Goomba Level: 13 Posts: 14/23 EXP: 8705 Next: 1562 Since: 04-16-07 Last post: 5566 days Last view: 5556 days |
Posted by ReiniPosted by doggycharlyPosted by Reini thanks reini Posted by reini i have the dynamic 2 ____________________ |
smwedit |
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Goomba Level: 14 Posts: 23/27 EXP: 11003 Next: 2068 Since: 07-03-07 Last post: 5830 days Last view: 5041 days |
Posted by Reinisprites 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.Posted by doggycharly 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 |
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Goomba Level: 13 Posts: 15/23 EXP: 8705 Next: 1562 Since: 04-16-07 Last post: 5566 days Last view: 5556 days |
as you can see the yi pswitch Doesn't appear What is the problem? ____________________ |
smkdan |
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Ninji Level: 36 Posts: 96/238 EXP: 288870 Next: 19240 Since: 05-26-07 Last post: 4072 days Last view: 4021 days |
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 |
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Goomba Level: 14 Posts: 24/27 EXP: 11003 Next: 2068 Since: 07-03-07 Last post: 5830 days Last view: 5041 days |
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 |
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Koopa Level: 25 Posts: 78/104 EXP: 83485 Next: 6135 Since: 05-19-07 Last post: 5263 days Last view: 5248 days |
Does it also work with sprite header 00? |
lwares |
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Koopa Level: 25 Posts: 103/103 EXP: 82118 Next: 7502 Since: 06-13-07 From: Colchester, UK Last post: 5922 days Last view: 5267 days |
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! ____________________ 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 |
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