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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by smwedit

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smwedit
Posted on 01-22-08 07:14 PM, in New YI sprites (rev. 2 of 01-22-08 11:46 PM) Link | Quote | ID: 74699


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I was working on a wild ptooie, but I stopped when I found out that smkdan already made his. Mine was supposed to be more like the original, but not as customizable. If the majority of people say to continue it, then I will.

smwedit
Posted on 01-28-08 01:59 AM, in New YI sprites Link | Quote | ID: 75298


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Posted by iQue
Whats the progress on your BlowHard Sprite
It 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.

smwedit
Posted on 02-06-08 11:20 PM, in New YI sprites (rev. 2 of 02-06-08 11:37 PM) Link | Quote | ID: 76538


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Posted by Reini
Posted by doggycharly
would anyone can make this sprite if is possible:




That fish is made of more than 5 tiles. It need some special treatment to work.
sprites 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.

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)

smwedit
Posted on 02-07-08 09:44 PM, in New YI sprites (rev. 7 of 02-08-08 10:42 PM) Link | Quote | ID: 76648


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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

smwedit
Posted on 02-19-08 11:43 PM, in Problems with sprite code (rev. 4 of 02-19-08 11:50 PM) Link | Quote | ID: 78365


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well here's one problem:

PHX
LDX $02
BNE_NO_FLIP_1
ORA #$40
NO_FLIP_1
PLX

there's an underscore between BNE and NO_FLIP_1

EDIT: on side note, use $14 instead of $13 so it doesn't switch while the game is paused/sprites locked/etc.

smwedit
Posted on 05-18-08 07:00 AM, in Tower of spatula~ (rev. 4 of 05-18-08 07:12 AM) Link | Quote | ID: 83867


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Posted by Sukasa
EDIT: scratch that, I open up the README and about 10 sprites (some of which are nice ones to use) aren't supported. Instead, I'll ask if we can happily do without these sprites
That patch only disallows them if you use sprite header 10, which enables the patch for that level. Also, you must go into the bowser battle levels (I believe they are 19B and 1C7) and change the sprite header settings to 00, because 10 is an exact clone of 00 as far as I know (before the patch is applied). You can also use the normal sprite header settings (the ones they were meant to use) for those sprites. I use that patch on my hack and I have lakitus/etc. in levels that don't have big custom sprites, thus not requiring sprite header 10.

smwedit
Posted on 05-19-08 06:43 AM, in Tower of spatula~ Link | Quote | ID: 83919


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blackhole89 wanted me to do this earlier, but I didn't get around to it, and I just recently remembered...

I map16ified the Cave Story Outer Wall BG that he uploaded. I uploaded the GFX to the ToS section, here's a link: Cave Story BG.
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