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Romi's Cutscene Tool

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Who knew that a single custom sprite could have a code of pure awesomeness. :D

I like how it can change a custom song to another custom song even if it's a bit limited.

Romi, thanks for your hard work and also to Golden Yoshi/Steven for the info.

Sorry for the late response Killo, I was out .. but:

Originally posted by KilloZapit
Huh? Is vwf.asm a sprite too?


Yes. It's the base sprite which allows the variable width font to be used. The other sprite would be your specific cutscene sprite.
How do I open it? When ever I try to open folder vwf, it says;
C:\smwwhacking\vwf not found
Access is denied
(SMWHacking is my folder btw)
Even when I open the zip with winrar, I can't copy and of the files out!
Your layout has been removed.
I forgot to mention...

Romi is still not done with this tool. As you can see, the option for static text to display is not yet implemented. There may be some other features as well if Romi would like to do so.
Tornado: Try extracting the .zip file, that worked for me.
First of all, thanks to you for releasing this and to Romi for making it, it's an amazing utility.

I need some help with making a sprite show up, however. I get garbage when I try it, and it changes the top half of the screen from black to blue. And I don't know what the YXXCCPPPT format is, so I'm lost for the Property part.
For the property value for the sprite tile you want to generate, here's what I suggest doing:

1. Open up the CFG Editor which comes with Sprite Tool
2. Load any sprite cfg
3. Take note of the 166E area label
4. Uncheck all 4 boxes directly under the Palette drop-down box (Disable Fire Killing, Disable Cape Killing, etc.), if they aren't already unchecked.
5. For the palette you'd like to use for the sprite tile you will generate in the cutscene, choose the desired one from the "Palette" drop-down box.
6. A number should generate in the box next to the "166E" label. If you would like to flip the sprite tile horizontally, add 40 (in hex) to this value. If you would like to flip the tile vertically, add 80 to the value. If you don't want to flip it at all, just leave it alone.

As for your other problem, if you could just post the portion of your code where you are drawing a sprite tile, I may be able to pinpoint your issue.
Here you are.

[sprite=10](30,16,08,0f,small)(30,17,09,0f,small)(30,18,0A,0f,small)(30,19,0B,0f,small)
(31,16,18,0f,small)(31,17,19,0f,small)(31,18,1A,0f,small)(31,19,1B,0f,small)
(32,16,28,0f,small)(32,17,29,0f,small)(32,18,2A,0f,small)(32,19,2B,0f,small)
(33,16,38,0f,small)(33,17,39,0f,small)(33,18,3A,0f,small)(33,19,3B,0f,small)[/sprite]
Oh, ok...it looks like you're formatting the X and Y coordinates incorrectly.

For the X coordinate, only enter numbers ending in 0. So...

-00 is the left-most position on the screen.
-F0 is the right-most position on the screen

For the Y coordinate, only enter numbers ending in 6...

-06 is the top-most position on the screen
-F6 is the bottom-most position on the screen
I get it now, thanks. :D
Holy crap... I am so scared to post this but... how do I use XKAS to insert the sprites? I've been trying to all night, but it never works.
You're supposed to use Romi's sprite tool, as it can assemble sprites with xkas and not only trasm.
This is so much fun to use!

Seriously, thank you so much for making this, Romi, and for releasing this, Steven. This is going to be revolutionary for SMW-hacking.



[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
It is fun, ain't it? :3

Anyway, I feel the same way...this will make great hacks even better, including yours, Andy. :)
Please give me the chance to also direct my thanks to you. You, Romi, for making this awesome tool and you, Seteven, for releasing it and for making such a great hack. Just for fun I played around with the tool a bit and recorded a video:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/jKzdw4T8tCA&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/jKzdw4T8tCA&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Great example for endless loops as for example seen in Secret of Mana. You always got the same dialouges until you selected a certain answer.

EDIT:
Oh yeah, I seem to have problems with playing custom music. Normal music as seen in the video works fine. But when selecting custom music there doesn't play any musing at all. For example I tried [music=20] and [music=27]. I also double checked to make sure that these slots actually contain music. But they didn't work. So does anyone know waht I did wrong? The custom music itself does defenitly work, I've already used it in my hack before.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
RPG Hacker, due to SPC limitations, you may only switch between 4 custom music tracks in your cutscenes. Also, the custom music you are able to switch to must be in the same 'block'. This was a bit tricky for me to understand when I first tried it out, so I'll explain further...

Each block is composed of 4 custom music tracks, starting from 20-23. Then the next blocks would be 24-27, 28-2B, 2C-2F, and so on. So, when making a custom cutscene, make sure you place all the tracks you need to switch between within the same block.

Now for the next part. You do NOT specify the custom music directly, meaning, if you want to switch to track 57, you do NOT write [music=57].

Firstly, specify the initial track you would like to use for your cutscene in that level in LM.

If you would like to switch to the first track in the block, use [music=21]

-2nd track in block [music=22]
-3rd track in block [music=23]
-4th track in block [music=24]

And that's how it's done. It may seem a bit inconvenient to reorganize your music tracks for your cutscenes, but I was able to do it with ease.

Hope this helps out. ^_^
Oh! Yeah, I think I get it. Just one question, though: How do you know what block your sprite is in? Do you see that in Sprite Tool when inserting it?

And what about normal SMW songs? Does the same thing apply for them or can you use them like normal music? For example I wrote [music=10] and got the music you can hear in the video above, so I assume normal SMW music works?

EDIT:
OK, I reinserted my sprites and this is what Sprite Tool says:

So where do I see the block number? Is it the block that starts at 98?
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
No no. The blocks only apply to the custom music tracks you want to use in the cutscene. It has nothing to do with sprite numbers you're inserting.

What I meant was, you can only use 4 CUSTOM MUSIC TRACKS at a time during a cutscene. The 4 tracks you switch to must be in the same block of custom music tracks.

As I've said before, tracks 20-23 are the first block, then 24-27, 28-2B, 2C-2F, and so on. So, if the initial track you set for the cutscene in LM is say, track 2A, you may only switch to tracks 28-2B using the commands I noted in the previous post.

For normal music, however, you can freely indicate the track number normally with the [music=xx] command.
"Init Track" was the key word I was looking for. I didn't know that everything is relative to the Init Track. I thought it would somehow be relative to the sprite. So if my Init Track is Custom Music 53, then [music=22] will play Custom Music 54, right? Well I get it then. I had set 00 as my Init Track. That is the reason why I couldn't play any Custom Music at all. So if you wanted to start your cutscene without any music and still wanted to use Custom Music in it later on, then you had to leave one slot in that block empty, right? I mean [music=80] of course stops the current music. However, even if you put it at the beginning of the text you still should here the Init Track for a second, no?

Well thanks for helping me out, Steven! This tool is pretty awesome!

Oh yeah, Romi: What about adding letter beeps to your tool? I don't know how much work that would be of course. But that would be cool for some retroish dialouges. If you don't know what I mean: In "The Legend of Zelda: A Link to the Past" or "Mega Man X" for example whenever there was dialouge in the game there was a sound effect played every time a letter appeared. In Zelda there even was a special sound effect that played when all text was displayed. I hope it's not to hard to understand what I mean. That would be pretty cool :D
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Well, no, tracks 53 and 54 are in two separate blocks:

50-53
54-57

So, let's say your initial track you used via the LM setting was 54. To switch to track 55, you would use [music=22]. Switching to track 56, you'd use [music=23], and track 57, [music=24]. To switch BACK to track 54, you would use [music=21].

Also, yes, [music=80] does fade the music, but even if you place it at the beginning of the cutscene code, you'll still hear the initial music track for a second.
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