Sprites and Blocks: Requests, help, and discussion.
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- spicey tomato
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Re: Sprite Request Thread - first post updated.
Argh, no matter what I do, I can't figure out the graphics routine for sprites. It's like I can make it do anything EXCEPT appear.
Basically what I need is a 16x16 sprite that shows four frames of animation before it's touched, and 8 frames after it's touched. I don't care where the animation is mapped, but I'd prefer it be in SP2.
Basically what I need is a 16x16 sprite that shows four frames of animation before it's touched, and 8 frames after it's touched. I don't care where the animation is mapped, but I'd prefer it be in SP2.
- randoguy101
Re: Sprite Request Thread - first post updated.
I just got the Pac boo from the ASMT resource files. But the thing is, I don't know how to insert a sprite.
And oh why is anti_boo listed twice?
And oh why is anti_boo listed twice?
- Tails_155
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Re: Sprite Request Thread - first post updated.
Have the ROM and sprite.txt in the Spritetool folderMachoman wrote:I just got the Pac boo from the ASMT resource files. But the thing is, I don't know how to insert a sprite.
use Spritetool (in the tools thread,) open the list in the ST folder in the ROM package, take Sprite.txt, and add your sprite to the number you've been given (## pac_boo.cfg)
then just open sprite tool, put in the ROM name, then put in the sprite.txt, and it'll do it!
Good question.Machoman wrote:And oh why is anti_boo listed twice?
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Re: Sprites & Blocks
What Sprite GFX settings should I be using for the firebars?
- Tails_155
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Re: Sprites & Blocks
Tooltip: "A firebar with three Fireballs; x=rotational direction. SP4=141" Sic.
It tells you.
It tells you.
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Re: Sprite Request Thread - first post updated.
Ok it worked, but how do I put it in the level?
It doesn't appear in the Custom Collection of Sprites window.
It doesn't appear in the Custom Collection of Sprites window.
- Tails_155
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Re: Sprite Request Thread - first post updated.
Press the Insert key, then put in the first box (top left) its sprite number, and in the last box (bottom right) put 2, or if it has an extra bit setting, and you're using the extra bit setting, put in 3.
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- Kevinskie555
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Re: Sprite Request Thread - first post updated.
We need basic generators, like end the level when all sprites are dead.
Re: Sprite Request Thread - first post updated.
But I have 4E as the sprite number, and you can only put in numbers from 0-3F.Tails_155 wrote:Press the Insert key, then put in the first box (top left) its sprite number,
Or did FoD mean to give me number 3E?
EDIT: nvm, just figured out that you had to be in "sprite editing mode".
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Re: Sprite Request Thread - first post updated.
I'm not the only one, then.Machoman wrote:EDIT: nvm, just figured out that you had to be in "sprite editing mode".
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- yoshicookiezeus
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Re: Sprites & Blocks
Some things I noticed while playing around in the test levels:
- One-way blocks don't really work at all when set to act like cement blocks. Set them to act like empty tiles instead.
- Why are you using the old shattering ice block instead of the new one that actually looks somewhat like it melts and doesn't make the fireballs bounce onwards?
- Just about all the blocks seem like they lack corner offsets.
Oh, and the blocks set to use sprite graphics obviously don't show up correctly ingame, but that's a minor point given that people will be using their own graphics for them.
- One-way blocks don't really work at all when set to act like cement blocks. Set them to act like empty tiles instead.
- Why are you using the old shattering ice block instead of the new one that actually looks somewhat like it melts and doesn't make the fireballs bounce onwards?
- Just about all the blocks seem like they lack corner offsets.
Oh, and the blocks set to use sprite graphics obviously don't show up correctly ingame, but that's a minor point given that people will be using their own graphics for them.
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Re: Sprites & Blocks
1. What blocks use sprite graphics?
2. how do you set corner offsets? I can't find how.
3. The ice thing can be fixed.
4. These are all out of order, aren't they?
2. how do you set corner offsets? I can't find how.
3. The ice thing can be fixed.
4. These are all out of order, aren't they?
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- yoshicookiezeus
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Re: Sprites & Blocks
1. The ones on screen 4 of level 105 that look like powerups in LM and random lines in-game.Tails_155 wrote:1. What blocks use sprite graphics?
2. how do you set corner offsets? I can't find how.
3. The ice thing can be fixed.
4. These are all out of order, aren't they?
2. You add db $42 to the start of the blocks, and three more JMPs (for touching a corner, head inside block, and body inside block, respectively) to the JMP table.
3. [insert statement here]
4. It would seem so, yes.
Re: Sprites & Blocks
Good idea, I added it to the Level List page.ProfessorDemetri wrote:Sooo... reading through the previous posts...
We're going to have to be putting chests into our levels? that's pretty fancy.
Where else is this stated, or did I just miss it? Might want to put this on the wiki? or maybe i'm just blind.
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Re: Sprites & Blocks
So BINs don't work? If so, we'll need a lot of blocks written or magically found... Goodie.yoshicookiezeus wrote:2. You add db $42 to the start of the blocks, and three more JMPs (for touching a corner, head inside block, and body inside block, respectively) to the JMP table.
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- yoshicookiezeus
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Re: Sprites & Blocks
Well, which .bin blocks are we using? A lot of the ones I saw in the base ROM seem quite simple to recreate in .asm form.
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Re: Sprites & Blocks
It's getting them made... they're just the ones from the Blocktool pak
Also, I gotta figure out how to warn people of a fun little mistake I made, to use sprite 33 for anti_boo, because 38 is being replaced with someone's custom sprite.
Also, I gotta figure out how to warn people of a fun little mistake I made, to use sprite 33 for anti_boo, because 38 is being replaced with someone's custom sprite.
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- yoshicookiezeus
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Re: Sprites & Blocks
Post a list of all the .bin blocks used and exactly what they do, and then I and other people knowledgeable in ASM can start working on converting the needed ones to .asm format whenever we get time to spare.Tails_155 wrote:It's getting them made... they're just the ones from the Blocktool pak
Though I am fairly certain that quite a few of those blocks can already be found in .asm format in the Blocks section of SMWC.
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Re: Sprites & Blocks
Spoilered to keep from making a huge post for everybody...
Here's the first four, I don't know a way quicker than this other than just sending you the blocks.db and my blocktool folder, but that's already in the folder for the current version (I forgot to add blocks.db at first, but it's there now.)
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Re: Sprites & Blocks
Is the VWF/Cutscene Tool going to be used for the collab? I've been considering using that for some explanations for my planned level that can't fit in the message boxes. Assuming that I can't inform the player through visual cues, of course.
Re: Sprites & Blocks
Is it really something you can't fit in a message box?
Accepting any and all ASM requests for A2MT. Just send me a PM.
Note: If I accepted your ASM request and you never heard back from me, please let me know. I feel like I've forgotten a few of them.
Also the creator of the new A2MT CMS. PM me if you have any questions.
Youtube Channel
Note: If I accepted your ASM request and you never heard back from me, please let me know. I feel like I've forgotten a few of them.
Also the creator of the new A2MT CMS. PM me if you have any questions.
Youtube Channel
- Cyphermur9t
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Re: Sprites & Blocks
When inserting a custom sprite that is already in the hack on the sprites list (such as the roto_disc.cfg) and you need to insert the ExGFX for it, where do you find out which slot the ExGFX for the roto disc gets inserted in to?
Re: Sprites & Blocks
With proper wording and visual cues, it probably could, but I'm still planning everything out before I working on my level itself. So I figured to ask this early as to prevent implementing something haphazardly down the road.VideoGuy wrote:Is it really something you can't fit in a message box?
Re: Sprites & Blocks
But to answer your question, we will have cutscenes for plot so yes.MrDeePay wrote:Is the VWF/Cutscene Tool going to be used for the collab?
Re: Sprites & Blocks
Did anything ever come of the attempt to somehow animate the cutscenes? That's always been my complaint with that tool.kilon wrote:But to answer your question, we will have cutscenes for plot so yes.MrDeePay wrote:Is the VWF/Cutscene Tool going to be used for the collab?
Accepting any and all ASM requests for A2MT. Just send me a PM.
Note: If I accepted your ASM request and you never heard back from me, please let me know. I feel like I've forgotten a few of them.
Also the creator of the new A2MT CMS. PM me if you have any questions.
Youtube Channel
Note: If I accepted your ASM request and you never heard back from me, please let me know. I feel like I've forgotten a few of them.
Also the creator of the new A2MT CMS. PM me if you have any questions.
Youtube Channel