Firs things first, this is NOT Daiyousei!!!
This is something I started back in summer when progress on Daiyousei came to a standstill with nobody even talking in the forum for a long time. Of course, 3 days into the projects and progress on Daiyousei resumed, so I kinda felt cheated here .
Anyway, after 1 week, the basic coding was done, with only testing and bugfixing left to do. I then kinda got stuck on sa-1 which was resolved a couple months back. So I figured, might as well finish this up for C3 if nothing else... except I then got stuck on removing sprite_tool code, because that thing is a coded as a fucking mess...
So er... hi there and welcome to my booth... I guess.
This is my quick attempt on a new sprite tool along with some of my trademarked crazy ideas that people may or may not care about. So, here's what's new:
Pointless Screencap:
So yeah, without knowing when Daiyousei is completed, I don't know when this tool becomes obsolete. Could be next week, or next year, who knows...
Lastly:
See the readme before you ask questions~
[Download]
[GitHub]
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
This is something I started back in summer when progress on Daiyousei came to a standstill with nobody even talking in the forum for a long time. Of course, 3 days into the projects and progress on Daiyousei resumed, so I kinda felt cheated here .
Anyway, after 1 week, the basic coding was done, with only testing and bugfixing left to do. I then kinda got stuck on sa-1 which was resolved a couple months back. So I figured, might as well finish this up for C3 if nothing else... except I then got stuck on removing sprite_tool code, because that thing is a coded as a fucking mess...
So er... hi there and welcome to my booth... I guess.
This is my quick attempt on a new sprite tool along with some of my trademarked crazy ideas that people may or may not care about. So, here's what's new:
- Softcoded
The applied asm file is available for editing. The tool only generates the binary tables that are included by the asm. So you can basically look at the code and edit it (to some extend) as you like. - Dynamic SA-1 support
Kinda goes hand-in-hand with the softcoded part. The tool doesn't really care if the ROM is SA-1 or not. HOWEVER, there is an asm file with all sa-1 defines that will be default included in every sprite, so you don't have to stick that annoying read1() check for sa-1 at the beginning of every sprite. For all sprite relevant addresses, there exists a define. More info to that in the readme - GPS Interface
I basically copied over the interface from p4plus2's GPS for 2 reasons.
1. It's simple, easy and comfortable to use.
2. It's a lot more comfortable to work with multiple tools if the all got the same interface to work with. - Shared Routines
Again, kinda goes hand-in-hand with the GPS interface, so why not copy that over as well? I mean that quite literally, that is 99% the code from GPS copied over but as a friend of mine likes to say "Why bother to reinvent the wheel". - Asar Only So yeah, this is one thing that's probably gonna be a problem for many people. The tool only allows asar coded sprites... no more TRASM. That is again for 2 simple reasons. 1. TRASM sucks and 2. I'd have had to literally overthrow the way my entire code works to include this shitty assembler, so no thank you.
- Sprite Tool support The tool basically works the same as sprite tool and can be applied on top of a ROM that used sprite tool before. It will of course remove all the sprites though.
- Per Level Sprites
So here it is, the real reason why I even got into this in the first place. My stupid crazy idea. I noticed we have a lot of things that run on a per level basis. With Vitor's uberASM tool now even NMI. So I thought to myself, "Why not sprites?" and with that, the idea was born.
This tool "sacrifices" 16 global sprite slots and turns them into per level slots. Meaning, you can assign the same sprite number to different sprites depending on the level. Sprite B0 could be a thwomp in level 105 and a hammer bro in level 106 or a reverse boo in level 107.
The 16 slots from B0-BF can be freely assigned across all $200 levels.
Likewise, you can also have a shooter, that shoots sprite B0, which will spawn a sprite depending on the level.
I figured this could be especially neat for collabs and such. - Beta
I didn't get to test the tool up and down and against everything that could go wrong yet... mostly due to the lack of existing sprites for sa-1 and my lack of motivation to convert them all.
I included trashkas (trasm->xkas converted) and Vitor's sa-1converter in the ASM folder if you wanna try it out.
Pointless Screencap:
So yeah, without knowing when Daiyousei is completed, I don't know when this tool becomes obsolete. Could be next week, or next year, who knows...
Lastly:
See the readme before you ask questions~
[GitHub]
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?