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NEW ASM/Sprite/block request thread

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I dunno, Scratch... Sometimes they're quite difficult. Sprites like the Hammer Bro don't use only 16x16 tiles-- some of their tiles are 8x8, so it takes some figuring out which ones are which, and if you want to actually modify the graphics routine to, say, make the sprite larger (as in use more tiles), the modification gets a little extreme, 'cause you need to change a bunch of different things to make the tiles the right size.

Which reminds me... Could anyone help me out and tell me how to make a sprite have 16x16 tiles AND 8x8 tiles in the tilemap, like the Hammer Bros.? I don't know how often I'll use them both together, but you never know. Good spriters have extremely high versatility. :)

Edit: By the way, from the looks of it I would've made the Tick sprite WAY differently. Mainly I would've made his tilemap use a single 16x16 tile when he's not sticking out his spike, to save room, and then I would've also made the sprite look more SMW-ish instead of being ripped right from KD3, so they could be used in ANY hacks without graphical clashing. (I suck at graphics, but that looks like something I wouldn't have trouble with, as the shape of the sprite is simple and forgiving. Then again I couldn't even draw a 16x16 walking bush, though...)
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High on life is the best high.
Originally posted by Schwa
I dunno, Scratch... Sometimes they're quite difficult. Sprites like the Hammer Bro don't use only 16x16 tiles-- some of their tiles are 8x8, so it takes some figuring out which ones are which, and if you want to actually modify the graphics routine to, say, make the sprite larger (as in use more tiles), the modification gets a little extreme, 'cause you need to change a bunch of different things to make the tiles the right size.

Which reminds me... Could anyone help me out and tell me how to make a sprite have 16x16 tiles AND 8x8 tiles in the tilemap, like the Hammer Bros.? I don't know how often I'll use them both together, but you never know. Good spriters have extremely high versatility. :)

Edit: By the way, from the looks of it I would've made the Tick sprite WAY differently. Mainly I would've made his tilemap use a single 16x16 tile when he's not sticking out his spike, to save room, and then I would've also made the sprite look more SMW-ish instead of being ripped right from KD3, so they could be used in ANY hacks without graphical clashing. (I suck at graphics, but that looks like something I wouldn't have trouble with, as the shape of the sprite is simple and forgiving. Then again I couldn't even draw a 16x16 walking bush, though...)


Lol, I didn't actually make the graphics, I just recolored them to fit a slightly different palette is all. But now that I'm here, I may as well make a request.

It seems that Tick's fixed version is glitchy. His unfixed version wasn't though. 0_o

It's not even close to Halloween, and already Christmas Sales are starting early!
It's fine, Scratch. I was going to attempt the Tick at some point anyway... Besides, changing the actual size of the tilemap can be more difficult than you think. I don't want you to frustrate yourself or anything. ;)

Of course, I'm not trying to discourage you from learning ASM either, so... ^_^
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High on life is the best high.
Can anyone tell me how to make smwedit's SMB3Nipper Plant shoot alot of fireballs TOWARDS mario like on SMB3. (that sprite was only used once on the real game)
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You're better off making a brand new sprite for that instead of basing it off the SMB3 Nipper. They're set up entirely different-- they just happen to use the same graphics.

The concept for that would be to, every x frames, check to see if Mario is within a certain range, and set the Y Register to 00 if he is. Otherwise, check for a wider range, and if he's in that range set Y to 01. Otherwise check for an even WIDER range, set Y to 02 if positive, otherwise set Y to 03.

Then, check to see if Mario is to the left of the sprite, and if he is, add 4 to the Y register.

Set up an 8-value Table that has the possible X speeds of the fireball. The first 4 should be going to the right, starting with the lowest value and going to the highest. The next 4 values should be for the leftward movement (which means from FF to 80), again, slowest to fastest.

Then, in the fireball-shooting routine, when you're setting the fireball's X speed, have it select the X speed from the Table as an index of Y.

This should produce the exact same effect as in SMB3, as long as you set the Table values correctly. It would take some experimentation, plus you actually have to write the code too, so...

Oh, by the way, you can copy the code from my Shower Panser's fireball routine for a quick way to get it to shoot a fireball. Just change the RNG speed chooser with your Distance-Table speed chooser.

The rest is the easy part. :)

Hope that helps.
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High on life is the best high.
This is probably one of the most stupid questions ever seen in the Advanced SMW Hacking Forum but it still interests me. It's about the Tilemap. Let's suppose, you have following Tilemap:

TILEMAP dcb $C0,$C2,$C4,$C6

Now the question is: How do you determine which tile is used at certain points? I mean, for example, tile C4 is just displayed if the sprite jumps. I had the idea in mind that, when you're making for example a jump routine for the sprite, you load the tile for it with LDA #$C4. Is that right?

And another question but still Tilemap related. Let's suppose, we have a sprite with a size of 32x32 which means, he uses 4 standart 16x16 tiles. How do you determine which tile is used at which point? For example, you want the first tile on the top-left, the second tile is on the top-right and so on so it is arranged in that way how it should look like. You get what I mean?

I appreciate every help, thanks in advance. BTW, I'm pretty sure the first person who will answer is Schwa. XD

Edit: Sorry that I posted in the wrong thread, I was confused at that time.
Buu-Huu: What you can do to determine which tile is shown at specific stages is to store an action / frame # to one of the unused sprite tables in the code which handles jumping for example. The graphics routine reads this sprite table and acts accordingly. If it's just a frame number the tile to load could be as simple as this:

Code
TILEMAP dcb $C0,$C2,$C4,$C6

GFX

...

LDA $1570,x ;unused sprite table
PHX
TAX
LDA TILEMAP,x ;load tile #
STA $0302,y ;store tile
PLX


If $1570,x has 02, it will load $C4 as the tilemap byte. Notice how $C4 is entry 02 in the TILEMAP table. You'd set $1570,x in the code which has the sprite jumping.

32x32 sprites just add / subtract (depending on flip) 16px when writing a new tile. XDISP and YDISP show up alot in bigger sprites which show how much to shift the X / Y position for each tile.
Okay, I'm guessing no one will do my previous request... So here is one that many people would find useful. Basically, I need a "generator" that when placed in a level, keeps Mario from doing the death routine when time runs out and just ends the level the same way a goal sphere does (minus Mario walking). This would allow people to create "time trial" levels that simply end when time runs out, rather than making Mario lose a life. Maybe the extra bit could make Mario instead go to the exit of screen 00, allowing a time trial bonus area to be used within a normal level?
I would like to request a SMB3 Bowser sprite and also the blocks that Bowser crushes when he ground pounds if possible.
Originally posted by Ty Yoshi
I would like to request a SMB3 Bowser sprite and also the blocks that Bowser crushes when he ground pounds if possible.

I think this has been done. It was either MiOr or Carol. If it was MiOr, chances are you're not getting it. Carol, on the other hand, released every single one of his super-advanced sprites to the public... but the .ZIP file is incredibly difficult to find on the internet. Good luck! :D

Oh, and by the way, if MiOr or Carol hadn't made this sprite, I would be telling you off right now, 'cause that was close to a totally ludicrous request. You're lucky they're so skilled and generous.
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High on life is the best high.
Just one more thing to mention for the cactus jack. Make it use SP2. Download its gfx: http://www.sendspace.com/file/g1smfk .

(I know I posted this after 24 pages.)
Know those purple/pink mushroom enemy's in Super Mario Galaxy that run away from you and shoot cannon balls?
I think it would be cool to make them :D
How would they work?
They are a normal 16x16 enemy,dies when jumped.But there is a catch.They run away from mario and shoot things at him.

Almost exactly like a Snifit with the routine to run away from you.
But if possible, could it be made with variants that generate sprites and custom sprites?Not just extended?
Because they would make a nice final world enemy if they dropped dead weight balls :P
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Hey folks. can anyone make a block that is only passable if the player has a certain score? (for me i need it to be 1,000,000 point ;p) It'd be great for a secret i have in mind...
For anyone who gives two shits...
I'm not dead!
But my PC nearly was!
I'm still kinda iffy so i won't be on a lot but fingers crossed!
Who am i kidding?
Like you actually missed me...
Originally posted by Alexander
I was thinking.
All SNES games have their sprites coded in ASM. Correct?
SMW is the same way. Correct?
I know that ASM draws Information from addresses input into the .asm file. So, if you extracted the ASM info for a sprite in another game, Searched up all of the info in the addresses that the opcodes point to, copy that info to SMW at a different address, convert the address and edit the .asm file so the opcodes point to the address in the smw rom and Voila. Could that ever work in a bajillion years?

Nothing???
Really???
Originally posted by Schwa
Originally posted by Ty Yoshi
I would like to request a SMB3 Bowser sprite and also the blocks that Bowser crushes when he ground pounds if possible.

I think this has been done. It was either MiOr or Carol. If it was MiOr, chances are you're not getting it. Carol, on the other hand, released every single one of his super-advanced sprites to the public... but the .ZIP file is incredibly difficult to find on the internet. Good luck! :D

Oh, and by the way, if MiOr or Carol hadn't made this sprite, I would be telling you off right now, 'cause that was close to a totally ludicrous request. You're lucky they're so skilled and generous.

Carol made it and do you have any idea of where I could find the sprites?
This is probably a really easy request, but... Could I get someone to make a block that has the effect of a (blue) P switch when hit, and turns into a brown "used" block afterwards? I was surprised that one didn't already exist.

EDIT: I went ahead and made these incase anyone does this...



Well, my request is a thwomp that when is on the ground, is carryable,
and acts like smb2 mushroom blocks when carryable, so doesn't dissppear when hits an enemy.
I don't know how to use asm, so if anybody can try this, I'll be very happy, cs I need this sprite for a boss.

thanks in advance


Check my profile to see the updates of smheroes!
Originally posted by Dragons_Pride
This is probably a really easy request, but... Could I get someone to make a block that has the effect of a (blue) P switch when hit, and turns into a brown "used" block afterwards? I was surprised that one didn't already exist.

EDIT: I went ahead and made these incase anyone does this...




Your wish has been granted.
have fun. Although I cant guarantee you that the silver P-switch will work that is included with it.
If you find any bugs, tell me.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
May I request a block that acts like two different SMW blocks?

The first "acts like" should be settable in the hex file...
and the second "acts like" should be settable in the Lunar Magic Map16 Editor.

If you can't do that, at least make a block that absolutely nothing can pass through but can also be set to something else or even a block that acts like each slope but is completely impassable... is that too much to ask?
It's not even close to Halloween, and already Christmas Sales are starting early!
Originally posted by Ersanio
Your wish has been granted.
have fun. Although I cant guarantee you that the silver P-switch will work that is included with it.
If you find any bugs, tell me.

Thanks, this'll help out a ton...
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