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Please chime in on a proposed restructuring of the ROM hacking sections.
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smwedit
Posted on 08-27-07 10:30 PM, in Custom Sprite help (rev. 2 of 08-27-07 10:31 PM) Link | Quote | ID: 63956


Goomba
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To make the sprite 32x32, you're going to have to write 4 tiles. Use the section of code that copies tiles to the sprite OAM 4 times and subtract/add (whatever's necessary) values of $10 (16) for the proper offsets on the screen.

Example:

[for tile 1]
X: SPRITE X OFFSET
Y: SPRITE Y OFFSET

[for tile 2]
X: SPRITE X OFFSET + $10
Y: SPRITE Y OFFSET

[for tile 3]
X: SPRITE X OFFSET
Y: SPRITE Y OFFSET + $10

[for tile 4]
X: SPRITE X OFFSET + $10
Y: SPRITE Y OFFSET + $10

just translate this into ASM with the tutorials that come with sprite tool

smwedit
Posted on 10-15-07 04:07 AM, in More Blocktool Omega goodness Link | Quote | ID: 67716


Goomba
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Here are some predefined routine suggestions:
  • Create the brick bounce effect (with some ram addresses to tell what block to turn back into, what palette, and tile number)
  • Stun sprites on top of the block

smwedit
Posted on 12-01-07 08:50 PM, in Tower of spatula~ (rev. 3 of 12-01-07 08:53 PM) Link | Quote | ID: 71001


Goomba
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I'm not exactly sure about this, but I found a BG that may work for a title/intro screen (from a game called Magic Sword)

Also, I'm not even sure if you want ripped GFX in this hack, so this is just in case you do want it.



By looking at blackhole89's post near the beginning of the thread about the basic scheme, I assumed that this BG would work for this purpose.

If you want to use it, I can try to rip it; if you don't want to use it, just disregard this post.

smwedit
Posted on 12-01-07 09:01 PM, in Tower of spatula~ (rev. 3 of 12-01-07 09:39 PM) Link | Quote | ID: 71003


Goomba
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Actually, in the original game it comes from, they are two separate layers, so I can just take off the whole cloud BG and either put a different one, or put a solid BG color.

Edit: I'll go ahead and rip it, just be sure to add me to the project members in the hack if you use it (if it's not too much to ask). Also, I can do level GFX rips if you want to use them, and I can do some ASM, such as custom sprites and blocks (if you want)

smwedit
Posted on 12-04-07 01:22 AM, in Tower of spatula~ (rev. 2 of 12-04-07 01:28 AM) Link | Quote | ID: 71150


Goomba
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Posted by Ailure
I prefer original artwork where possible.
I can also make original BGs for levels, I recently did this one for another team hack:

I swear it's not a rip, I made it from this photograph: Link




... also I can do sprites for the hack if you want, here's an example:

(I hope the video loads for you; if it doesn't, look at this screen: Link)

smwedit
Posted on 12-04-07 05:48 PM, in Tower of spatula~ (rev. 2 of 12-09-07 07:29 PM) Link | Quote | ID: 71172


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Posted by knuck
I noticed those plants turn around as mario moves. And the animation is too smooth for it to be simply changing tiles. I believe the rotation is being calculated on runtime?
There are 16 frames inserted in the ROM at a specified location. It has a routine that reserves 8 32x32 slots in the last sprite GFX file (SP4), then it selects one for each sprite on the screen that calls the routine (every frame), and then it copies the GFX tiles it needs to use into that slot and uses it to display the GFX. YI does a similar thing, except it uses the SuperFX to rotate it instead of loading the GFX from the ROM.

smwedit
Posted on 12-09-07 09:49 PM, in Tower of spatula~ (rev. 10 of 12-09-07 10:44 PM) Link | Quote | ID: 71451


Goomba
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Does anyone want this for this hack? It's original, I just made it, and if nobody wants it, I'll just give it to someone else, but I don't have any plans for actually releasing it to the public. I think it would go great with the first level [called Acmlm (???) or whatever] if the palette was changed to FG6

Edit: I made it from this photo: http://members.aol.com/ShortStd9/greenfieldmtn.jpg

smwedit
Posted on 12-09-07 10:57 PM, in Tower of spatula~ Link | Quote | ID: 71462


Goomba
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In order not to overwrite the status bar palette or the main FG palettes, I am going to have to use palettes 4 and 7 (it uses 2 palettes)

I have a suggestion for what to do to make anything using palettes 4 and 7 still look right in any level (such as goal points, midpoints, on/off switches, etc.), but it will make custom palettes for all BGs required, including default SMW BGs, because they will have to be copied into palettes 4 and 7

steps:
1. replace the shared palette with this: sharedpalettes.pal
2. for map16 pages 0, 1, 10, and 11, export them, convert them here at this link, and re-insert them.

Then for a normal SMW BG, copy palette 0 from another ROM into palette 4 and palette 1 into palette 7.

I can do this for you if you want, and then I can also insert the BG.

... and yes, I could map16ify the Cave Story BG, but not now because I have to go somewhere and won't be able to get to the computer in a few hours.

smwedit
Posted on 12-10-07 03:21 AM, in Tower of spatula~ (rev. 7 of 08-20-09 05:33 AM) Link | Quote | ID: 71475


Goomba
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OK, I was able to rip the cave story BG, but I haven't inserted it into the hack's ROM yet, but I will as soon as I can.

smwedit
Posted on 01-11-08 01:41 AM, in New YI sprites (rev. 3 of 01-13-08 01:33 AM) Link | Quote | ID: 73229


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Since smkdan is releasing his dynamic sprites here, and since SMWCentral is down, I'll go ahead and post my dizzy dandy flower sprite here since I don't want to make another thread just for one sprite.

http://tempboard2.te.funpic.org/dizzydandy.zip

I have included two versions: one that kills sprites as it rolls, and one that does not (since the sprite killer routine can be glitchy with shells and other flowers).


... also, smkdan: the border of the small woozy guy is the wrong color number, but it's not really that big of a deal if nobody plans to use that color in the palette for any sprites requiring custom palettes.

EDIT: right now I'm working on the chomp rock

smwedit
Posted on 01-11-08 03:02 AM, in New YI sprites Link | Quote | ID: 73241


Goomba
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It's not glitchy in the sense that it doesn't kill shells, it's only glitchy because sometimes it kills shells, and sometimes the shells kill it. (only if the shells are kicked at it)

smwedit
Posted on 01-13-08 03:20 AM, in New YI sprites Link | Quote | ID: 73383


Goomba
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Crate and Chomp Rock:


Yes, the chomp rock is glitchy right now, but the glitches will be fixed.

smwedit
Posted on 01-19-08 05:53 PM, in New YI sprites (rev. 3 of 01-19-08 06:37 PM) Link | Quote | ID: 74082


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Video of the Flopsy Fish:


with the chomp rock in the final bug-test mode, I decided to take a shot at this sprite (and it didn't take long). It's the jumping fish in YI.

Also, smkdan, if you want a faster way to pre-render rotation frames, use this: http://smwedit.awardspace.com/rotator.php?upload=1.
Don't use counter clockwise yet because I haven't gotten it to work yet.
Another thing... it won't preserve the palette, so you need to restore the palette with paint shop pro or photoshop. This glitch is not in my code, it's PHP's imagecreatefrompng function that won't preserve the palette. I hand-coded the rotation code because their code blends pixels

smwedit
Posted on 01-19-08 06:49 PM, in New YI sprites (rev. 2 of 01-19-08 10:34 PM) Link | Quote | ID: 74085


Goomba
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Download ithe flopsy fish here: http://acmlm.no-ip.org/uploader/get.php?id=36

@Reini: ok, now it disappears in a puff of smoke, but that can easily be changed back anyway.

EDIT: I forgot to include the dsx.asm patch with this sprite. If you need it, just download another dynamic sprite and you will find it.

smwedit
Posted on 01-19-08 10:37 PM, in New YI sprites (rev. 3 of 01-19-08 11:25 PM) Link | Quote | ID: 74124


Goomba
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I have the chomp rock ready.
YI Chomp Rock download

Please report any glitches with it because I'm still not 100% sure I fixed them all.

EDIT: if you see the line "ACTSTATUS = $C2 ; 0=normal,1=crushing" at the top of the code, just know that it's from something else and is not part of the code. I forgot to take it out.

EDIT2: same for

UPFRAMES = $08
DOWNFRAMES = $03
all this was from the crate's code

smwedit
Posted on 01-20-08 02:29 AM, in New YI sprites Link | Quote | ID: 74165


Goomba
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open the .cfg file with sprite tool's cfg editor and it will be obvious from that point on

smwedit
Posted on 01-20-08 02:43 AM, in New YI sprites Link | Quote | ID: 74170


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Posted by Remnic The Hedgehog
... YI Crate ... how is the progress of the sprite?
It's about halfway done, I just have to fix a few bugs related to pushing and then I have to make it smashable with a spin jump, then I have to prevent glitches when it's pushed against a wall.

smwedit
Posted on 01-20-08 03:40 AM, in New YI sprites Link | Quote | ID: 74194


Goomba
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well... in theory I could make a non-dynamic chomp rock, but it would eat up all of SP3 and SP4, or I could make one with very choppy rotation that would only take up all of SP3 or SP4, but you're better off using the dynamic one.

smwedit
Posted on 01-20-08 04:01 AM, in New YI sprites Link | Quote | ID: 74203


Goomba
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Ok, here's a non-dynamic chomp rock (it only took about 10 minutes to make it)
Download the Non-Dynamic chomp rock

it uses all of SP4 for the frames, but it's more choppy.

...oh, and remnic: it wouldn't use all 4 SP's, it would only use 2 because you would only need degrees 0-180 since you can flip the sprite both X and Y to create the illusion of a 180 degree rotation. That's what I am doing with almost all my rotating sprites.

smwedit
Posted on 01-20-08 08:51 PM, in New YI sprites Link | Quote | ID: 74341


Goomba
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I'm done with the Arrow Lift
Arrow Lift Download

in case you're not sure what I mean, it looks like this:
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Main - Posts by smwedit

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