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Re: Askorium

Posted: 08 Apr 2013, 02:25
by aterraformer
It works but only when hit by the head. I thought it worked once through item but I must have been seeing things. Thanks for the code change thing.

Re: Askorium

Posted: 08 Apr 2013, 08:57
by Zygl
So... dynamic sprites. I am in way over my head with this, I think.
I have everything else about this thing figured out, but for some reason I can't quite identify the graphics are garbled. Or not loading, or something, point being they're not right.
garble.png
The GFX routine, since I assume tha's relevant:

Code: Select all

JSL !GetDrawInfo
LDA !Animation_Frame,x
PHX : TAX
LDA FRAMES,x
PLX
JSR GETSLOT
BEQ End
STA !Slot
PHX : LDX #$03
Loop:
LDA $00
CLC : ADC X_DISP,x
STA $0300,y
LDA $01
CLC : ADC Y_DISP,x
STA $0301,y
LDA !Slot	
CLC : ADC FRAMES,x
STA $0302,y
LDA #$39
STA $0303,y
INY #4
DEX
BPL Loop
PLX
LDY #$02
LDA #$0F	
JSL $01B7B3
RTS
End:
RTS
So aside from the LDA #$0F and unnecessary RTS there at the end and the fact that this is just poorly put together in general, what am I doing wrong?

e: Never mind, I figured it out. Loaded from the wrong table.

Re: Askorium

Posted: 08 Apr 2013, 10:56
by Xirix
limepie20 : I think they're not working because I need to tell the block what to do, but the writing in the .asm files is confusing so I'm not even sure 'how' to do that.

Also is it possible to change the graphics of my sprite I was given? It shows up as one of the exploding blocks that has an enemy inside (since it's just a modified version of the original), but I'm thinking it might be nice to make it look like other blocks.

I'm box 51 (Time Block, Exploding Block Sprite) just so you know what to help with ^^

Re: Askorium

Posted: 08 Apr 2013, 12:43
by Argumentable
Confusing? Everything you would need to change is labeled at the top

Code: Select all

!TimeHundreds	=	$02	
!TimeTens	=	$05
!SpriteNumber	=	$01
!Sound 		= 	$22
!Bank 		= 	$1DFC
Admittedly, I don't know if the time parts count time passed or time on clock, but changing the sprite number is all you need to worry about. Just write over the number, save, and reinsert. You can save multiple files so you can have multiple blocks that shit out different sprites.

Except the one that's labeled "NextTile" just goes to the next map16 block instead of whatever sprite you picked, so keep that in mind

Also, I wouldn't worry about the sound/bank

Re: Askorium

Posted: 08 Apr 2013, 23:41
by aterraformer
I'm sorry that I keep experiencing issues but does anyone have any experience with the SMB3 graphic base hack SMW Enhanced by Pac? More specifically the slopes that like to be enterable from the side.

Re: Askorium

Posted: 08 Apr 2013, 23:49
by BobisOnlyBob
I have two custom sprites, one of which I've successfully inserted/ExGFX'd/etc. and it's working great. I would like to insert the second, and can do so (it behaves fine but it's visually a mess), but its ExGFX are using the same block as the first sprite (SP3). Is there any workaround for this that doesn't involve manually splicing their ExGFX together or changing the Sprite ASM itself?

If there is no workaround, which is more feasible: editing a new ExGFX sheet for both sprites, or altering one of the sprite at the ASM level?

Re: Askorium

Posted: 08 Apr 2013, 23:57
by Argumentable
You have to edit the ASM if they're using the same tile. Then the ExGFX file as well.
Argumentable wrote:If you're wanting to change which graphic tiles an enemy uses, well, it's generally a lot easier for custom sprites so I'll just go over that a bit real quick

Generally when you open up a custom sprite's ExGFX file you'll want to search for the "Graphics Routine" section. Sometimes it might say something like "tilemap" sometimes it might not say anything at all cause some people assume everyone else knows asm. It generally helps to have YY-CHR open as well to make it easier to find the files as it does label the tile in there as well. If it's a sprite that uses SP4, though, you'll have to add 8 to the first number (keeping in mind that after 9 the numbers continue A-F, so tile 42 would become C2)

You'll probably find something that says $##, so you can just ctrl-F to find that tile and it'll work 9 times out of 10 to find the part where it labels what parts of the graphic file are used. Just change those numbers to the new spot (again, double checking in YY-CHR will help) and there you go.

Changing actual SMW enemy graphic files involves using a hex editor and looking up a bunch of values. You can look up that shit on SMWCentral yourself cause there's no way I'm gonna tackle that when all most people will probably need is changing custom sprite graphics
Using your custom sprite, you want this blob

Code: Select all

TILEMAP             dcb $00,$02,$04,$04
If you wanted to make them SP4 you could just change them to $80,$82,$84,$84 to be on the same spot only on that page if, say, you wanted to use Chargin' Chucks or whatever the fuck else SP3 uses

Re: Askorium

Posted: 09 Apr 2013, 00:09
by BobisOnlyBob
Argumentable wrote:You have to edit the ASM if they're using the same tile. Then the ExGFX file as well.
Argumentable wrote:If you're wanting to change which graphic tiles an enemy uses, well, it's generally a lot easier for custom sprites so I'll just go over that a bit real quick

Generally when you open up a custom sprite's ExGFX file you'll want to search for the "Graphics Routine" section. Sometimes it might say something like "tilemap" sometimes it might not say anything at all cause some people assume everyone else knows asm. It generally helps to have YY-CHR open as well to make it easier to find the files as it does label the tile in there as well. If it's a sprite that uses SP4, though, you'll have to add 8 to the first number (keeping in mind that after 9 the numbers continue A-F, so tile 42 would become C2)

You'll probably find something that says $##, so you can just ctrl-F to find that tile and it'll work 9 times out of 10 to find the part where it labels what parts of the graphic file are used. Just change those numbers to the new spot (again, double checking in YY-CHR will help) and there you go.

Changing actual SMW enemy graphic files involves using a hex editor and looking up a bunch of values. You can look up that shit on SMWCentral yourself cause there's no way I'm gonna tackle that when all most people will probably need is changing custom sprite graphics
Using your custom sprite, you want this blob

Code: Select all

TILEMAP             dcb $00,$02,$04,$04
If you wanted to make them SP4 you could just change them to $80,$82,$84,$84 to be on the same spot only on that page if, say, you wanted to use Chargin' Chucks or whatever the fuck else SP3 uses
Aha, cheers, that's literally what I was attempting, but you pointed me in the right direction with the tilemap thing. My chucks have been beheaded for the sake of my MAGL box, as they should be.

Re: Askorium

Posted: 09 Apr 2013, 05:07
by Zygl
alex2 wrote:Fucking hell
Argumentable wrote:

Code: Select all

TILEMAP             dcb $00,$02,$04,$04
Why are people still using TRASM for shit? Ugh I hate everything.
Probably for the same reason everyone still uses SpriteTool: I'm not sure what, my guess is laziness.

Re: Askorium

Posted: 09 Apr 2013, 05:52
by Xirix
Okay I'll give inserting them another go later on and post if I still have issues with it.

As for the next block one, can you copy and paste existing blocks in the 16x16 editor so I could move say, the On/Off switch next to it?
Argumentable wrote:Confusing? Everything you would need to change is labeled at the top

Code: Select all

!TimeHundreds	=	$02	
!TimeTens	=	$05
!SpriteNumber	=	$01
!Sound 		= 	$22
!Bank 		= 	$1DFC
Admittedly, I don't know if the time parts count time passed or time on clock, but changing the sprite number is all you need to worry about. Just write over the number, save, and reinsert. You can save multiple files so you can have multiple blocks that shit out different sprites.

Except the one that's labeled "NextTile" just goes to the next map16 block instead of whatever sprite you picked, so keep that in mind

Also, I wouldn't worry about the sound/bank

Re: Askorium

Posted: 09 Apr 2013, 12:34
by Argumentable
yes

Re: Askorium

Posted: 13 Apr 2013, 16:05
by distactedOne
So I've inserted my custom sprites
and they're behaving correctly

And I've inserted the graphics that came with the sprite,
but, they're not using them?? Like they look exactly the same mess as they did when I didn't insert the graphics and the tutorial I used doesn't explain how I'm supposed to attach the graphics to the sprite

Re: Askorium

Posted: 13 Apr 2013, 16:12
by limepie20
Did you use the Super GFX Bypass (Red Poison mushroom button) to assign the exgfx to one of the sprite slots?

Re: Askorium

Posted: 13 Apr 2013, 16:25
by distactedOne
Not really? I don't understand how that dialog works at all and I'm playing around with it now but nothing seems to be changing the issue at all.

e: Like I think I get what it's asking me but telling it to load the exgfx in literally every sprite slot doesn't even change it it just kinda messes up the preview screen but it's exactly the same when I actually play it? (i basically did that for ‼science‼ purposes and there's the result of the science) (the result is absolutely nothing happened)

e2: okay wow I have no idea what was going on before but it's fixed now :/

Re: Askorium

Posted: 13 Apr 2013, 16:52
by limepie20
Does any readme that comes with the sprite tell you anything about the graphics. And you're talking about graphics that came with the sprite, right (I mean in the same folder as the sprite, not the graphics of the box)?

Re: Askorium

Posted: 13 Apr 2013, 17:15
by distactedOne
The readme said nothing about the graphics (how ~helpful~), and yes the ones that came with the sprite.

I scienced out which sprite slot it was supposed to go in and I think LM was just being picky about saving things before I test them.

Re: Askorium

Posted: 13 Apr 2013, 17:17
by limepie20
So it works now?
And yeah you gotta save the rom before testing it.

Re: Askorium

Posted: 13 Apr 2013, 18:09
by distactedOne
Yes, the sprite works.

... And now I have no idea how, but I've completely broken the intro level. For some reason the game decides to start here instead of in the normal intro place and I have edited neither of these places?

Re: Askorium

Posted: 13 Apr 2013, 18:12
by KobaBeach
distactedOne wrote:For some reason the game decides to start here instead of in the normal intro place
You used that ASM fix for the "Display Level Message #1" sprite, didn't you?

I fixed it by copying the intro level to that level in the picture (I also edited the screen entrance because I had used the original intro from SMW).

Re: Askorium

Posted: 13 Apr 2013, 18:17
by distactedOne
Ah, that's the cause.

I figured copying the intro into that level would fix it, but I can't find that level. What number is it?
e: haha i'm dumb i found it

Re: Askorium

Posted: 14 Apr 2013, 01:55
by Zygl
I need to make a sprite that can't be killed by anything and changes another sprite's Y velocity.
I'm pretty sure I can figure out that second part, but how do I make it immune to everything without just disabling sprite interaction outright in the .cfg, which I assume would make it not do anything?

Re: Askorium

Posted: 14 Apr 2013, 09:15
by yogui
Simply use the cfg_editor and check "disable fireball killing", "disable cape killing", "invincible to star/cape/fire/bouncing block", and "can't be killed by sliding". Also uncheck the "can be jumped on" and "die when jumped on" if they are checked.

Re: Askorium

Posted: 14 Apr 2013, 17:02
by Zygl
That doesn't cover kicking stuff at it, though. And I'm not sure about just running into it with a shell, but I don't think that's covered, either.

e: I may or may not have it figured out. I'm not sure, though, because of a particular everything-ruining bug that's causing it to register as in contact with the other sprite when they're in the same position on two different screens. Can I prevent that?

Re: Askorium

Posted: 19 Apr 2013, 00:51
by DishSoapBunny
If I have to enter a level into an asm file and the readme tells me that for any level over 24, I must subtract "DC", what does that mean? Thank you.

Re: Askorium

Posted: 19 Apr 2013, 01:03
by Paralars
It means you have to substract DC from your level number, in hex.
That's because the main level numbering skips from 24 to 101

You can use the windows calculator and set it to hexadecimal to substract DC from your level's index.