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GIEPY (Sprite Insertion Tool) [v1.01]

GIEPY

Github release page

Manual page


first show off is C3 in 2018 Winter.

This is an sprite insertion tool for Super Mario World.

Features
  • You can insert up to 1024 spritesin the ROM.
    But, However, there are some sprites that can not be placed by Lunar Magic,
    so the actual number you can use is less than this.
  • This tool can insert normal sprite / shooter /generator / initializer / scroller ,
    extended and cluster sprites.
  • You can insert any kind of sprite for all numbers.
    (Exclude extended sprites and cluster sprites)
  • This tool is compatible with TRASM and ASAR sprites.
    In addition, this tool automatically detects these types.
  • The initialization patch of this tool has a strict checking function,
    so it is easy to detect conflicts with other tools.
  • It is compatible with Vitor Vilela's SA-1 patch.
  • This tool has a powerful library search function.
    There is no need to call the library with macros anymore.
  • The main program is written in C language.
    Therefore, the executable file size is small and fast.
    Installation of the runtime package is also unnecessary.
  • CFG file / JSON file supports.
  • CUI(giepy) and GUI(piee) interface
  • In addition, it has several command line options and uninstall feature of the system.


Supported LM version
LM v1.65 - v2.5x

Tool compatible

I have confirmed that it doesn't conflict with the following tools. (maybe)


Others
  • There's no plan to implement OW Sprite feature. (I think that the merit of inserting it together is small.)
  • Some sprites need to be reworked.
    This is because the implementation method is different from the tools so far,
    there is no way to deal with it.

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Hey, I was just talking about this with another person. Is the only reason sprite numbers with a low byte of F6 or greater can't be inserted by Lunar Magic because it detects them as errors if "Correct Fatal Errors" is on? And does the tool automatically change the data bank when calling sprite code (as Daiyousei does), or must that be done manually (as in Romi's Sprite Tool)?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I'm going to try it out at the weekend / next week. I'm sooooo hyped!
Your layout has been removed.
Is this 100% backwards compatible with pixi?
What is the acronym for GIEPY? What’s it stand for?
Giepy Is Everything Pixi Ysnt
Originally posted by imamelia
Is the only reason sprite numbers with a low byte of F6 or greater can't be inserted by Lunar Magic because it detects them as errors if "Correct Fatal Errors" is on?

I assume so, also, doesn't an object or sprite command of 0xFF mark the end of the list anyway?
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
It's the first byte, actually, and this handels part of the position than the sprite number.
Originally posted by imamelia
Is the only reason sprite numbers with a low byte of F6 or greater can't be inserted by Lunar Magic because it detects them as errors if "Correct Fatal Errors" is on?

Yes, that's right.
Sprite insertion is possible, but it can't be placed.
Generation from a shooter etc. is possible.

Originally posted by imamelia
And does the tool automatically change the data bank when calling sprite code (as Daiyousei does), or must that be done manually (as in Romi's Sprite Tool)?

Bank switching is performed automatically only in PIXI compatible mode.
If you don't specify PIXI compatibility mode, it is the same as Romi's sprite tool.

When PIXI compatibility mode is enabled, there are the following additional operations.
  • Change DB register to code's bank automatically
  • Copy sprite's index(X) to Y register
  • Save and restore P register, DB register and X register
  • Calling a library using the same specification as PIXI( "%FileName()" call )
Normally these functions are disabled. (Portability of sprites to other tools)


Originally posted by Mariofan64
Is this 100% backwards compatible with pixi?

I think it's about 80%.
  • Custom sprites that generate custom sprites don't work because of their slightly different specifications.
  • I haven't implement some features of the custom tooltip because I haven't feel it needed.


Originally posted by CalHal
What is the acronym for GIEPY? What’s it stand for?

As cat is "cat", GIEPY is "GIEPY".
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Not a moment to late, thank you!
General
Insertion
Executable,
Probably
Yummy
Believe it or not, this took me several hours to figure out. Some key things you need to remember, otherwise you'll be stuck pulling your hair out:

• Put the sprites in the "Sprites" folder, in my experience, it's best to ignore all the other folders.
• If transferring from PIXI to GIEPY, put your "routines" in the "libraries" folder. For people that are tech savvy, this is self explanatory, but for those of us who don't have a clue... well, it's there now.
• If transferring from PIXI to GIEPY, remember that Extended Sprites start at 13, not 00 like the way they do in PIXI. Remember this when transferring your list.
GIEPY has been updated to v1.0.1.
Fixed fatal problem that the program crash.

Originally posted by Skewer
Believe it or not, this took me several hours to figure out. Some key things you need to remember, otherwise you'll be stuck pulling your hair out:

• Put the sprites in the "Sprites" folder, in my experience, it's best to ignore all the other folders.
• If transferring from PIXI to GIEPY, put your "routines" in the "libraries" folder. For people that are tech savvy, this is self explanatory, but for those of us who don't have a clue... well, it's there now.
• If transferring from PIXI to GIEPY, remember that Extended Sprites start at 13, not 00 like the way they do in PIXI. Remember this when transferring your list.


The manual was poor. I'm sorry.

I added a link to usage to the first post.
Please see if necessary.

For moderators
Although discussion may already have begun, please pay attention to the following (If you are going to migrate to GIEPY).
  • If you remoderate sprites section for GIEPY, keep in mind that you must moderate all sections that includes asm that generating sprites.
  • I don't intend to upload GIEPY to the Tools section by myself. Please decide the standard library etc. by the standardization committee and package it.
  • I have never made sprites, so I can't mention standard libraries or definitions.

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Originally posted by 6646
Although discussion may already have begun, please pay attention to the following.
  • If you remoderate sprites section for GIEPY, keep in mind that you must moderate all sections that includes asm that generating sprites.
  • I don't intend to upload GIEPY to the Tools section by myself. Please decide the standard library etc. by the standardization committee and package it.
  • I have never made sprites, so I can't mention standard libraries or definitions.

All three points have already been considered. I haven't mentioned the first one in any discussions since it's obvious. The second and third ones are part of the whole plan, especially the routines. Based on your post, I presume that you are indeed okay with this, right?
I got started on creating a library that is going to contain some construction material for sprites interacting with Mario.

I'm going to expand upon it as I keep using this program, and include them with my sprites submissions.

If you want to include this library with newer versions of GIEPY, you have my blessings.

By the way, GIEPY is a great sprite insertion program. Thank you so much for creating it. Keep up the good work!