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Main - Posts by darklink898

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darklink898
Posted on 07-01-07 10:25 PM, in Sprite Tool Update + Source Code Link | Quote | ID: 51307


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From: Enhasa

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How to change YI shyguys palette?
Modifying the .cfgfile does nothing.

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darklink898
Posted on 07-01-07 10:30 PM, in Sprite Tool Update + Source Code Link | Quote | ID: 51311


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Since: 07-01-07
From: Enhasa

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Drop from where? You want it to fall from the sky? You want multiple rocks falling from the sky?

You can use the generic sprite (sprite generator) and make it generate Chuck's Rock. The sprite number for the rock is 48. Make the generator generate normal sprite 48.

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darklink898
Posted on 07-01-07 11:45 PM, in Sprite Tool Update + Source Code Link | Quote | ID: 51340


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Since: 07-01-07
From: Enhasa

Last post: 5879 days
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Spritetool. That's what the thread is about...


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darklink898
Posted on 07-02-07 03:09 AM, in Sprite Tool Update + Source Code Link | Quote | ID: 51399


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Since: 07-01-07
From: Enhasa

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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.

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darklink898
Posted on 07-02-07 05:26 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 51612


Paratroopa
Level: 30

Posts: 5/158
EXP: 155789
Next: 10080

Since: 07-01-07
From: Enhasa

Last post: 5879 days
Last view: 5670 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.

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darklink898
Posted on 07-02-07 06:49 PM, in ASM Hack\Custom Block\Custom Sprite request thread (rev. 2 of 07-02-07 06:50 PM) Link | Quote | ID: 51629


Paratroopa
Level: 30

Posts: 6/158
EXP: 155789
Next: 10080

Since: 07-01-07
From: Enhasa

Last post: 5879 days
Last view: 5670 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.


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darklink898
Posted on 07-03-07 01:51 AM, in ABII user location distrubution Link | Quote | ID: 51719


Paratroopa
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Posts: 7/158
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Since: 07-01-07
From: Enhasa

Last post: 5879 days
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I'm the only costarican.

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darklink898
Posted on 07-03-07 05:03 AM, in Luigi's Last Desire (rev. 2 of 07-03-07 05:05 AM) Link | Quote | ID: 51762


Paratroopa
Level: 30

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Since: 07-01-07
From: Enhasa

Last post: 5879 days
Last view: 5670 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?



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darklink898
Posted on 07-03-07 05:07 AM, in Luigi's Last Desire Link | Quote | ID: 51767


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Since: 07-01-07
From: Enhasa

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Posted by S.N.N.
Looking good. I like how you stick to one style of GFX, which is YI, and don't go all over the place. Your level design looks decent too, so nice job there.

What's with Luigi hanging though?


Check the video, that says it all...

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darklink898
Posted on 07-03-07 05:17 AM, in Luigi's Last Desire Link | Quote | ID: 51772


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Since: 07-01-07
From: Enhasa

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Posted by Clockworkz
I'm curious to know what enemies the Jungle Women replace...


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?

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darklink898
Posted on 07-03-07 05:29 PM, in Luigi's Last Desire Link | Quote | ID: 51906


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Level: 30

Posts: 11/158
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Since: 07-01-07
From: Enhasa

Last post: 5879 days
Last view: 5670 days
Posted by icegoom
Yeah, Darklink's nothing if not a fast worker.
Congratulations on finding a palette that looked good for those overworld graphics. It's not always an easy task. Is that an ice world, though? None of the levels you've shown there are particularly cold-looking.


I wanted to make a mountain, so those peaks could be there. I'll modify it today...



Posted by icegoom

Heh, I'm not sure Marle really works as a "jungle girl." It kind of looks like she's farting on Mario in that picture.


I know. XD
I'm gonna find more poses of Ayla, then.

Posted by Maxx
As Icegoom said, the YI graphics really work. I especially like the dried-lava looking ones.
I think i played a demo of this somewhere... I'll check SMW central. Nice job with the (NSMB?) ? blocks. I can tell from previous hacks of yours that this won't fail to be awesome!


No, no demo. It must have been another hack.

Posted by Maxx
The OW seems a little... underpopulated by levels. It looks awesome, just... there aren't any levels there. Or is that a early picture, with some events not unlocked?


It's gonna be a short hack. Very long levels, but not so many levels at all...

Posted by Maxx
In the second level, the long section with the peaches is uneeded.


That's outdated. Now it's different...

Posted by Maxx
Can't wait for another DarkLink hack!

Thanks.

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darklink898
Posted on 07-03-07 05:37 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 51909


Paratroopa
Level: 30

Posts: 12/158
EXP: 155789
Next: 10080

Since: 07-01-07
From: Enhasa

Last post: 5879 days
Last view: 5670 days
In the video, they bounce.

I don't understand your request.

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darklink898
Posted on 07-03-07 07:07 PM, in Adding overworld music Link | Quote | ID: 51930


Paratroopa
Level: 30

Posts: 13/158
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Since: 07-01-07
From: Enhasa

Last post: 5879 days
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Exactly the same happened to me.
I've got an old Java, is that the problem?

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darklink898
Posted on 07-04-07 02:36 AM, in Wow... Link | Quote | ID: 52007


Paratroopa
Level: 30

Posts: 14/158
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Since: 07-01-07
From: Enhasa

Last post: 5879 days
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I love it, it's so awesome... <3
I'd make something like it, but my camera sucks.

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darklink898
Posted on 07-04-07 03:25 AM, in ABII user location distrubution Link | Quote | ID: 52017


Paratroopa
Level: 30

Posts: 15/158
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Next: 10080

Since: 07-01-07
From: Enhasa

Last post: 5879 days
Last view: 5670 days
Lol, I'm 0%.
Oh, and Costa Rica is in Central America!

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darklink898
Posted on 07-04-07 05:05 AM, in Wizard type guy. Link | Quote | ID: 52032


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Level: 30

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Since: 07-01-07
From: Enhasa

Last post: 5879 days
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Posted by Kamin
I just drew this guy up on paper and thought he looked cool, so I made a little sprite of him.





Cool, a Rayman hack would look awesome with that sprite.
Is Rayman possible to hack?

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darklink898
Posted on 07-04-07 05:08 AM, in Memory Index / Collected Coins Problem. (rev. 2 of 07-04-07 05:12 AM) Link | Quote | ID: 52034


Paratroopa
Level: 30

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Since: 07-01-07
From: Enhasa

Last post: 5879 days
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Do not insert the Yoshi Coins from the Map16 Direct Access thingy.

EDIT: The easiest way is to go to Object Editing Mode, press Insert, and enter "41" in command.

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darklink898
Posted on 07-04-07 05:22 AM, in Your Face Link | Quote | ID: 52038


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Since: 07-01-07
From: Enhasa

Last post: 5879 days
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I know I look funny XD (I don't really know )
Meh, that pic is very old. I'll upload a new one when I cut my hair.


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darklink898
Posted on 07-04-07 06:50 AM, in Zah! Link | Quote | ID: 52064


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Level: 30

Posts: 19/158
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Since: 07-01-07
From: Enhasa

Last post: 5879 days
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Lol, bread and sausage.

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darklink898
Posted on 07-04-07 07:13 AM, in Demo 6 (Hack name unknown) Link | Quote | ID: 52087


Paratroopa
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Posts: 20/158
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Since: 07-01-07
From: Enhasa

Last post: 5879 days
Last view: 5670 days
I think so...
The creator's site: Clicky!
He/she is named Carol.

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Main - Posts by darklink898

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