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Main - ROM Hacking Related Releases - Capcom Sprite Assembler (release thread) New thread | New reply


Matrixz
Posted on 10-17-09 06:52 PM Link | Quote | ID: 117426


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Earlier this year i started working on a tool mean to be for re-arranging sprites in various (NES) Capcom games, as the format is many times the same. (Same, but slight variations.) I got really tired trying to make it any better.. there are many problems with the user-friendliness

Im making a thread now, becouse i think its the right time. Im not sure if i will update it. It might be a better idea to re-write it, to solve many of the issues. The source code design also isnt the best.

Bin download: http://matrixz127.comoj.com/csa/release/CSA-bin-09-10-17.zip
Source download: http://matrixz127.comoj.com/csa/release/CSA-src-09-10-17.zip
Its Visual Basic 6.0.

-here is a picture-
-here are more, older pictures.-

What it can do:
* Move tiles, edit their properties.
* It has a built-in tile editor, changes are reflected immediately on the main pic.
* For some games, insert and delete tiles, and insert/delete animation frames.
* There is a "support file" system in place for supported games. They are .txt files. Thus the editor can be configurated to work for hacks where sprite banks are moved. Other things are possible too.

Supported, or partially supported games:
* Darkwing Duck
* Duck Tales
* Mega Man 2, 3, 4 and 5.
* Mighty Final Fight

Now.. about the great issues with the program in its current form.
Most of the sprites shows up with the wrong graphics. Only standard sprites and some enemy sprites should show up correctly. But most of the problems are how easy it is to corrupt sprite data. Data is seperated into 3 types of data. Many times data is re-used by multiple sprites. So moving tiles in one sprite can lead to another sprite getting the same effect. Re-used data is also a problem when inserting/deleting tiles. If unlucky, you might be unable to properly edit a sprite, or two different datas go "into" each other.

If you want to be safe, follow these guidelines:
* Dont use the "Clean Up Data" function, becouse im not sure if its 100% reliable.
* Dont change Coordinate IDs.
* If there are multiple entries below "(Coord used by Frames: )", do not insert or delete tiles.

Phew..

Kawa
Posted on 10-17-09 06:54 PM Link | Quote | ID: 117427


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Since: 02-20-07
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Yeah! Let's see what this puppy can do...

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koala_knight
Posted on 10-18-09 07:25 AM Link | Quote | ID: 117447


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Since: 06-01-07
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Cool! I always wanted to make a Protoman hack out of Darkwing Duck. This looks like it'll help.

Insectduel
Posted on 10-18-09 04:21 PM Link | Quote | ID: 117462


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YES, THANK YOU!

I'm currently working on Megaman Tilesets right now with my Mega Man IV game.

I have all of Mega Man VI tiles in one set.

Kiokuffiib11
Posted on 10-20-09 03:22 AM Link | Quote | ID: 117545


Porcupo
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Since: 07-10-09
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When I ran it, all of the characters are, like, flat.

What can I do to fix that?

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Matrixz
Posted on 10-21-09 02:43 PM Link | Quote | ID: 117682


Ninji
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Flat? Kiokuffiib, do you have a screenshot?
But im not sure if i would know the problem.

Kawa
Posted on 10-21-09 02:45 PM Link | Quote | ID: 117683


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If you're gonna rewrite it, as you suggested in your opening post, might I suggest doing it in C#. Just because "all the cool kids are doing it", though.

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Matrixz
Posted on 10-21-09 04:02 PM Link | Quote | ID: 117688


Ninji
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Heh.. i dont like C#. Its so restrictive! Typecasting needed from Int to Byte.. and everything has to be done in classes.
C# 2008 just made me mad.. maybe the architecture of things is just too unusual for me.
..thats not an excuse to use VB6, though.
But i would rather try something else than C#.

Kawa
Posted on 10-21-09 04:03 PM Link | Quote | ID: 117689


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Hey, it was just a suggestion. If you'd rather not follow it, I can't and won't stop ya

____________________
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Insectduel
Posted on 10-22-09 12:18 AM Link | Quote | ID: 117721


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What should I do with deleted tiles that some frames don't act properly? For instance with the Balloon object graphic. It works good on left but bad on right.

kuja killer
Posted on 10-22-09 10:32 PM Link | Quote | ID: 117792


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I honestly think in my opinon this program is sooo crammed with everything on just this 1 single window. Only like 75% of the window even fits on my monitor screen with the window maximized.

Cause i use 800x600 resolustion, and people always nag me to use 1024x768 but i just dont ever want to, it's just my preference.

But well, it feels waaay too messy with like 30 buttons on just this 1 window i must admit. But you have done a great job though.

Matrixz
Posted on 10-23-09 12:27 AM Link | Quote | ID: 117822


Ninji
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Ok.. you are right. Maybe if i work on it more i may try to re-arrange things. I have a new idea.. if i do it the Coordinate select stuff and "Stats" windows will not be needed anymore.

Insectduel, (i think) you broke a "coordinate id pair", so the checkbox next to "Paired with" becomes unchecked. For anyone this happens to, it can't be fixed easily. Its another thing that just can happen. But only for Mega Man 4 and Darkwing Duck. For most sprites they use seperate datas for the left and right facing directions. If only one of the two becomes changed or corrupted, the editor will assume there is no pair, and only change data for the Left direction.

Kawa, sorry i understand it was just an idea. I just couldn't resist when you mentioned it. I actually use C# for a different project of mine, even though there are things i dont like with it.

Insectduel
Posted on 10-26-09 06:56 PM Link | Quote | ID: 118003


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I've been using this thing for over a week and I'm getting used to it. Although it's hard pairing the sprites together and I got most of the new sprites created.

I'll show the results soon when I make a video of my latest MM4 project.

Main - ROM Hacking Related Releases - Capcom Sprite Assembler (release thread) New thread | New reply

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