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Changing the ExGFX tiles of a custom sprite

I'm still trying (and failing) to learn ASM, so I'm not quite sure how to go about doing this, but I'd like to change the tiles a custom sprite uses in its programming, so I can use custom sprites that make use of the same tile(s) fit in one level.

Can anybody help me out?
Transposing the graphics matrix into its own determinant solution, then appending the new data in a binomial field should be the easiest way to do that.
or we could do it the Easy TLMB way :D

You could either remap them by chaning the code in the custom sprite's asm file -or- You could just edit the ExGFX of the Custom sprite by using any graphics editor, even the one in Lunar Magic.

(I haven't answered questions in such a long time, it makes me feels smart)
I wonder what a HFD opcode would do in ASM...
Originally posted by TLMB
You could either remap them by chaning the code in the custom sprite's asm file -or- You could just edit the ExGFX of the Custom sprite by using any graphics editor, even the one in Lunar Magic.


Well, my problem is I have two sprites that both require the use of a particular tile, so just editing the ExGFX wouldn't really help.

And as for rewriting the ASM...I'm really having a hard time understanding how to actually do it.

Specifically, it's Davros locked door sprite, which requires a tile used by a red/blue/yellow Yoshi egg.
Your best bet would be remapping, like TLMB said.

When I started out inserting custom sprites into my hack for the first time, many of the tilemaps for the sprites disagreed with the tilemaps of sprites I wanted to use in certain levels, so to make sure they could stay with the custom sprites, I simply used tiles I wouldn't use for the level when I remapped the custom sprites.

To remap, you just have to change one or more of the values in the asm file (but you need the $ signs there), they should correspond to the last two digits on the pages with sprites (e.g. if you saw C8 in the tilemap, it would correspond to the Fuzzy enemy, which is tile 3C8 in the tilemap).


In the graphics routine there should be something that says:
Code
tilemap $##,$##,$##,$##,...

there you find the tile # of the egg in lunar magic and find the adjoining # in the code. change that to the new number and it should be changed.
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That worked. Thanks a bunch guys.