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New YI sprites

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Scientific genius!
Originally posted by Troopa Pride
Dont forget the fact that special level ASM would need to be implemeted to mess up Mario's movement.

Boing said that (in a way)...

You know what would be great? Those little Shy-Guy copter things that would take the baby if the timer thing ran out.

You could have it so that it counts down and steals an inventory item if the time runs out and the extra bit detimines how long you have to kill it before it steals your item.

I could do something like this, but I am quite caught up at the moment (I am working on 2 hacks, not to mention sprites and ASM)
I am the Eggman! My current Egglayout is to support Sonic Robo Blast 2. I'll change it sometime in the future.
Listen to the SRB2 Soundtrack! It's awesome! AWESOME I SAY! Also, PM me if you ever wanna do SRB2 with me.
Originally posted by papermario766
Originally posted by Troopa Pride
Dont forget the fact that special level ASM would need to be implemeted to mess up Mario's movement.

Boing said that (in a way)...

You know what would be great? Those little Shy-Guy copter things that would take the baby if the timer thing ran out.

You could have it so that it counts down and steals an inventory item if the time runs out and the extra bit detimines how long you have to kill it before it steals your item.

I could do something like this, but I am quite caught up at the moment (I am working on 2 hacks, not to mention sprites and ASM)


That's a splendid idea.
I was also thinking at the YI different-colored ballon that carries a sprite and when Mario is right above it, the ballon will let go of the sprite and fall straight at Mario. This sprite can be: a shyguy, a cactus ball, a bomb, etc. I'll post a screen with this enemy.

Edit: I tested the YI Grunt sprite. Cool, but I found another bug: When Extra property byte 1 is 00, the Grunt won't stay on ledges, while he's walkin'/runnin'.
Reini: Fuzzy looks flashy but it doesn't use / need the SFX. The background is done with HDMA and palette tricks and the foreground...well without getting deep into it I'll just say you won't have a layer 3 with that affect. I know what you mean with the balloon. I see it being very easy to make so it's not problem. Also, the grunt will stay on ledges if the bit is set (so, 01) and walk off if clear (00).

papermario766: i made a flyguy that had similar function but it didn't work out. The only way it would successfully give back the item is if I stomped it from above. Shells/blocks and spinjumps made it vanish, among other glitches.
Originally posted by Boing
That and you'd need to have it tremorarily change Mario's physics. <.< Somehow I don't think thats too easy. :/


didn't carol do that?

<TLMB> I use YY-CHR to edit DNA
Scientific genius!
Originally posted by smkdan
papermario766: i made a flyguy that had similar function but it didn't work out. The only way it would successfully give back the item is if I stomped it from above. Shells/blocks and spinjumps made it vanish, among other glitches.

You did? Oh well. It seemed like a good idea (not to mention something I could use in a hack).

What about a Monkey sprite that steals power-ups/1-ups?
I am the Eggman! My current Egglayout is to support Sonic Robo Blast 2. I'll change it sometime in the future.
Listen to the SRB2 Soundtrack! It's awesome! AWESOME I SAY! Also, PM me if you ever wanna do SRB2 with me.
How about a bandit? ^_^

It wouldn't have to steal anything, itd just chase Mario and jump when it comes to a ledge.

Using a chuck GFX edit never seemd right to me, Chucks are too big compared to Bandits. :/
Well, bandit would:
Carry an item (Like powerups, and carryables, or a moving coin), when Mario stomps him, he'll drop the item. If Mario doesn't reach it, he'll grab it and run with it...like in Paper Mario...sorta.



Scientific genius!Actually, Bandit is better, now that I think of it...

How about a Yoshi sp--- *Shot*
I am the Eggman! My current Egglayout is to support Sonic Robo Blast 2. I'll change it sometime in the future.
Listen to the SRB2 Soundtrack! It's awesome! AWESOME I SAY! Also, PM me if you ever wanna do SRB2 with me.
I'll add bandit to the pile. Mostly because I found some settings more acceptable for the grunt (previously mentioned bug is no more), and they take the same shape mostly. I can see how I'd do a bandit that steals carryables (that'll be the only one I'd make).



You can download tap tap now, btw. I tried to keep it's animation inline with the YI one and it came out pretty well. Extra bit means it jumps instead of walking, and the follow / ledge is done with prop 1. Prop 2 controls how high it jumps. Try it out with other palettes since it fits others pretty well.
The Tap-tap is just too cool... But there are some flaws:

- When hit with a shell in YI, it rolls back a bit.

- There are two different types of Tap-tap, a black one that stays on ledges, and a brown one that doesn't.

- It glitches when hit underneath by a turn block (or any other block for that matter).

- When I bring Yoshi into the level, it glitches (Might just be my ROM).

- When hit with a fireball, it just turns into a coin...
Peace!Layout by Erik557 & LDA.
Thank you!








Thanks for the feedback.

1. I do not know how to do 'easy' sprite <-> shell interaction. I'm not sure if there's a status / routine for that if you have to manually cycle through the onscreen sprites and if a shell is found, check for contact. It'll most likely be fixed soon. What's the shell reaction? It rolls back and the shell dies?

2. You can change the setting in extra prop 1 and the palette. Pal A and Pal 8 are the closest you'll get to the color.

3. More info? It works fine here. It'll get stunned and fall off the screen.

4. Yoshi's tongue is part of the GFX file that's usually in SP3, which really caught me off guard. I'll just put Yoshi's tongue into there.

5. Minor .cfg goof. Fixed now.



The balloon which is apparently called Baron Von Zeppelin, will take a 16x16 tilemap byte and generate a sprite when the range in extra prop 1 is reached by Mario. It's currently set to Goomba, and you can change it in the .asm file.
I downloaded the sprites for SP3, love tap tap btw, but the jumping tap tap only has one foot.
Where can I download your sprites? I can't find them in the custom sprites section.
They're on his forst post.

EDIT: Another problem with tap tap, when I die then re enter the level the tap taps are just random pieces of Mario's gfx.
Can't reproduce here. It sounds like it's using the first GFX page instead of the second, but the code looks fine and I don't get any glitches like that...

And I've remapped the GFX to accomodate the Yoshi fireballs and eggs so you'll need to reinsert your exgfx.
I've tried reinserting my ExGFX like you said and it stayed the same. I made a video to show you what's wrong.

Clicky
Wierd...

That's not even tap tap that's being processed. No animation or interaction (it's using the default one). Well, I'm using Sprite Tool 1.34 if that's anything. I also noticed SMW is touchy about certain sprite numbers. Have you tried inserting them into different slots? What slot are you using now?

I go into the same stage (happens to be my test level). Get killed and come back, everything is normal on my end.

EDIT: The remapped GFX was just to make Yoshi useable with SP3.
Well I always like to keep updated with tools and stuff, I'm using Spritetool 1.35, that's probably the problem.
I actually had 1.35 the whole time, it just calls itself 1.34. I read there being something tied to Extra Property Byte 2, does messing with that help out? Can't remember where I read that though. Try 3F and below, if that does fix the glitch I'll adjust the jump to work with it. If not I'm out of ideas. mikeyk is probably the only guy who could know what's wrong.
I have a problem with baron von zeppelin:

Photo Sharing and Video Hosting at Photobucket

I tried to insert the ExGFX files in SP3 and SP4 but I have still the same problem.
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