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Main - Posts by darklink898 |
darklink898 |
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Paratroopa Level: 30 Posts: 1/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
darklink898 |
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Paratroopa Level: 30 Posts: 2/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
darklink898 |
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Paratroopa Level: 30 Posts: 3/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
darklink898 |
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Paratroopa Level: 30 Posts: 4/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
Copy this into generic.asm:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Sprite Generator, by mikeyk ;; ;; Description: This will generate a normal sprite or a custom sprite depending on the ;; first extra bit. Specify the actual sprite that is generated below ;; ;; NOTE: Trying to generate a sprite that doesn't exist will crash your game ;; ;; Uses first extra bit: YES ;; if the first extra bit is set a custom sprite will be generated ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SPRITE_TO_GEN = $48 ;only used if first extra bit is clear CUST_SPRITE_TO_GEN = $20 ;only used if first extra bit is set ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; sprite code JSL ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; dcb "INIT" ;generators don't have an init routine dcb "MAIN" PHB PHK PLB JSR SPRITE_CODE_START PLB RTL ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; main sprite code ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; EXTRA_BITS = $7FAB10 NEW_SPRITE_NUM = $7FAB9E TBL_B2D0 dcb $F0,$FF TBL_B2D2 dcb $FF,$00 TBL_B2D4 dcb $10,$F0 SPRITE_CODE_START LDA $14 AND #$3F BNE RETURN JSL $02A9DE BMI RETURN TYX LDA #$08 ; store sprite status STA $14C8,x LDA $18B9 ; check if first extra bit is set AND #$40 BNE CUST NORMAL LDA #SPRITE_TO_GEN ; store sprite number STA $9E,x JSL $07F7D2 ; reset sprite properties BRA SHARED CUST LDA #CUST_SPRITE_TO_GEN ; store custom sprite number STA NEW_SPRITE_NUM,x JSL $07F7D2 ; reset sprite properties JSL $0187A7 ; get table values for custom sprite LDA #$88 ; mark as initialized STA EXTRA_BITS,x PHK ; call init routine on sprite PER.W #$0002 JML ($0000) SHARED JSL $01ACF9 AND #$7F ADC #$40 ADC $1C STA $D8,x LDA $1D ADC #$00 STA $14D4,x LDA $148E AND #$01 TAY LDA TBL_B2D0,y CLC ADC $1A STA $E4,x LDA $1B ADC TBL_B2D2,y STA $14E0,x LDA TBL_B2D4,y STA $B6,x RETURN RTS Then, add generic.cfg to the spritelist; since it is a generator, its sprite number on the spritelist will be a number from D0 to DF. When you have runed spritetool, and the sprite is in your hack; go to Lunar Magic, click on the Koopa shell button to go to the sprite editing mode, and press "Insert". In the command, type whatever number you set the sprite to use, and on the extra info space, type 2. Then, put it on a level and test. ____________________ |
darklink898 |
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Paratroopa Level: 30 Posts: 5/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
Just do what I told you to do on the other thread. Don't think it's toodifficult for you.
Copy this into generic.asm: ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Sprite Generator, by mikeyk ;; ;; Description: This will generate a normal sprite or a custom sprite depending on the ;; first extra bit. Specify the actual sprite that is generated below ;; ;; NOTE: Trying to generate a sprite that doesn't exist will crash your game ;; ;; Uses first extra bit: YES ;; if the first extra bit is set a custom sprite will be generated ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SPRITE_TO_GEN = $48 ;only used if first extra bit is clear CUST_SPRITE_TO_GEN = $20 ;only used if first extra bit is set ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; sprite code JSL ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; dcb "INIT" ;generators don't have an init routine dcb "MAIN" PHB PHK PLB JSR SPRITE_CODE_START PLB RTL ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; main sprite code ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; EXTRA_BITS = $7FAB10 NEW_SPRITE_NUM = $7FAB9E TBL_B2D0 dcb $F0,$FF TBL_B2D2 dcb $FF,$00 TBL_B2D4 dcb $10,$F0 SPRITE_CODE_START LDA $14 AND #$3F BNE RETURN JSL $02A9DE BMI RETURN TYX LDA #$08 ; store sprite status STA $14C8,x LDA $18B9 ; check if first extra bit is set AND #$40 BNE CUST NORMAL LDA #SPRITE_TO_GEN ; store sprite number STA $9E,x JSL $07F7D2 ; reset sprite properties BRA SHARED CUST LDA #CUST_SPRITE_TO_GEN ; store custom sprite number STA NEW_SPRITE_NUM,x JSL $07F7D2 ; reset sprite properties JSL $0187A7 ; get table values for custom sprite LDA #$88 ; mark as initialized STA EXTRA_BITS,x PHK ; call init routine on sprite PER.W #$0002 JML ($0000) SHARED JSL $01ACF9 AND #$7F ADC #$40 ADC $1C STA $D8,x LDA $1D ADC #$00 STA $14D4,x LDA $148E AND #$01 TAY LDA TBL_B2D0,y CLC ADC $1A STA $E4,x LDA $1B ADC TBL_B2D2,y STA $14E0,x LDA TBL_B2D4,y STA $B6,x RETURN RTS Then, add generic.cfg to the spritelist; since it is a generator, its sprite number on the spritelist will be a number from D0 to DF. When you have runed spritetool, and the sprite is in your hack; go to Lunar Magic, click on the Koopa shell button to go to the sprite editing mode, and press "Insert". In the command, type whatever number you set the sprite to use, and on the extra info space, type 2. Then, put it on a level and test. ____________________ |
darklink898 |
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Paratroopa Level: 30 Posts: 6/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
You'll have to modify the sprite itself, then...
Download tweaker here: http://www.smwcentral.net/download.php?id=26&type=tools Now, open your hack in it (make a backup first, in case something goes wrong) and try to do what is showed on this screenshot: Then, save the sprite. This will make the rock not interact with objects; it will fall straight down. ____________________ |
darklink898 |
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Paratroopa Level: 30 Posts: 7/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
darklink898 |
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Paratroopa Level: 30 Posts: 8/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
I've been working on this hack since 2 (3?) weeks ago.
Link to YouTube Video Screenshots: (A load of them) Some of them are a bit-outdated, but they show all the GFX and levels I've done 'til now. All the YI' GFX Ripped by me. And of course, the sprites are icegoom's. Any comments or suggestions? ____________________ |
darklink898 |
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Paratroopa Level: 30 Posts: 9/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
Posted by S.N.N. Check the video, that says it all... ____________________ |
darklink898 |
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Paratroopa Level: 30 Posts: 10/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
Posted by Clockworkz Lol. They're layer 1 objects. I'm thinking of making them like that block that appears in SMO (the one that shows a message if you press up.) Does anyone has the file(s) for it? ____________________ |
darklink898 |
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Paratroopa Level: 30 Posts: 11/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
Posted by icegoom I wanted to make a mountain, so those peaks could be there. I'll modify it today... Posted by icegoom I know. XD I'm gonna find more poses of Ayla, then. Posted by Maxx No, no demo. It must have been another hack. Posted by Maxx It's gonna be a short hack. Very long levels, but not so many levels at all... Posted by Maxx That's outdated. Now it's different... Posted by Maxx Thanks. ____________________ |
darklink898 |
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Paratroopa Level: 30 Posts: 12/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
darklink898 |
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Paratroopa Level: 30 Posts: 13/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
darklink898 |
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Paratroopa Level: 30 Posts: 14/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
darklink898 |
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Paratroopa Level: 30 Posts: 15/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
darklink898 |
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Paratroopa Level: 30 Posts: 16/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
Posted by Kamin Cool, a Rayman hack would look awesome with that sprite. Is Rayman possible to hack? ____________________ |
darklink898 |
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Paratroopa Level: 30 Posts: 17/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
darklink898 |
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Paratroopa Level: 30 Posts: 18/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
darklink898 |
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Paratroopa Level: 30 Posts: 19/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
darklink898 |
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Paratroopa Level: 30 Posts: 20/158 EXP: 157610 Next: 8259 Since: 07-01-07 From: Enhasa Last post: 6023 days Last view: 5815 days |
Main - Posts by darklink898 |
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