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Sprites and Blocks: Requests, help, and discussion.

we don't need no edu - I mean, these threads, anymore.
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randoguy101
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Re: Sprite Request Thread - first post updated.

Post by randoguy101 »

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.
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Re: Sprite Request Thread - first post updated.

Post by Machoman »

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?
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Re: Sprite Request Thread - first post updated.

Post by Tails_155 »

Machoman 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.
Have the ROM and sprite.txt in the Spritetool folder

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!
Machoman wrote:And oh why is anti_boo listed twice?
Good question.
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Ometeotl
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Re: Sprites & Blocks

Post by Ometeotl »

What Sprite GFX settings should I be using for the firebars?
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Re: Sprites & Blocks

Post by Tails_155 »

Tooltip: "A firebar with three Fireballs; x=rotational direction. SP4=141" Sic.

It tells you.
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Re: Sprite Request Thread - first post updated.

Post by Machoman »

Ok it worked, but how do I put it in the level?
It doesn't appear in the Custom Collection of Sprites window.
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Re: Sprite Request Thread - first post updated.

Post by Tails_155 »

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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Re: Sprite Request Thread - first post updated.

Post by Kevinskie555 »

We need basic generators, like end the level when all sprites are dead.
My hack:
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Re: Sprite Request Thread - first post updated.

Post by Machoman »

Tails_155 wrote:Press the Insert key, then put in the first box (top left) its sprite number,
But I have 4E as the sprite number, and you can only put in numbers from 0-3F.
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.

Post by Tails_155 »

Machoman wrote:EDIT: nvm, just figured out that you had to be in "sprite editing mode".
I'm not the only one, then.
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yoshicookiezeus
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Re: Sprites & Blocks

Post by yoshicookiezeus »

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.
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Re: Sprites & Blocks

Post by Tails_155 »

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?
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yoshicookiezeus
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Re: Sprites & Blocks

Post by yoshicookiezeus »

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?
1. The ones on screen 4 of level 105 that look like powerups in LM and random lines in-game.
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.
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Re: Sprites & Blocks

Post by tatanga »

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.
Good idea, I added it to the Level List page.
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Re: Sprites & Blocks

Post by Tails_155 »

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.
So BINs don't work? If so, we'll need a lot of blocks written or magically found... Goodie.
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Re: Sprites & Blocks

Post by yoshicookiezeus »

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

Post by Tails_155 »

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.
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Re: Sprites & Blocks

Post by yoshicookiezeus »

Tails_155 wrote:It's getting them made... they're just the ones from the Blocktool pak
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.

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

Post by Tails_155 »

Spoilered to keep from making a huge post for everybody...
1-Way Block Up

A block that allows the player to pass in all directions but down.

How to insert this block:
1.pick which map16 tile you are going to use for the block.
2.add the block to the list of blocks using the add block button, using the map16 tile you picked earlier.
then 3.to use the block in game, edit the graphics, palette etc for the block as you see fit. Note that the "block acts like" setting needs to be set at 25.
To use the block, you insert it using the "direct map16 access" option in lunar magic.

What this block does + usage notes:
This block allows mario to pass through it in all directions but down. When using it, you should place other blocks to the left and right of the 1-way block. If you dont, mario will be able to enter through the sides of the block.


1-Way Block Down

A block that allows the player to pass in all directions but up.

How to insert this block:
1.pick which map16 tile you are going to use for the block.
2.add the block to the list of blocks using the add block button, using the map16 tile you picked earlier.
then 3.to use the block in game, edit the graphics, palette etc for the block as you see fit. Note that the "block acts like" setting needs to be set at 25.
To use the block, you insert it using the "direct map16 access" option in lunar magic.

What this block does + usage notes:
This block allows mario to pass through it in all directions but up. When using it, you should place other blocks to the left and right of the 1-way block. If you dont, mario will be able to enter through the sides of the block.


1-Way Block Left

A block that allows the player to pass in all directions but right.

How to insert this block:
1.pick which map16 tile you are going to use for the block.
2.add the block to the list of blocks using the add block button, using the map16 tile you picked earlier.
then 3.to use the block in game, edit the graphics, palette etc for the block as you see fit. Note that the "block acts like" setting needs to be set at 25.
To use the block, you insert it using the "direct map16 access" option in lunar magic.

What this block does + usage notes:
This block allows mario to pass through it in all directions but right. When using it, you should place other blocks to the top and bottom of the 1-way block. If you dont, mario will be able to enter through the top and bottom of the block.


1-Way Block Right

A block that allows the player to pass in all directions but left.

How to insert this block:
1.pick which map16 tile you are going to use for the block.
2.add the block to the list of blocks using the add block button, using the map16 tile you picked earlier.
then 3.to use the block in game, edit the graphics, palette etc for the block as you see fit. Note that the "block acts like" setting needs to be set at 25.
To use the block, you insert it using the "direct map16 access" option in lunar magic.

What this block does + usage notes:
This block allows mario to pass through it in all directions but left. When using it, you should place other blocks to the top and bottom of the 1-way block. If you dont, mario will be able to enter through the top and bottom of the block.
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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MrDeePay
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Re: Sprites & Blocks

Post by MrDeePay »

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.
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Re: Sprites & Blocks

Post by VideoGuy »

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.
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Re: Sprites & Blocks

Post by Cyphermur9t »

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?
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Re: Sprites & Blocks

Post by MrDeePay »

VideoGuy wrote:Is it really something you can't fit in a message box?
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.
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kilon
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Re: Sprites & Blocks

Post by kilon »

MrDeePay wrote:Is the VWF/Cutscene Tool going to be used for the collab?
But to answer your question, we will have cutscenes for plot so yes.
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Re: Sprites & Blocks

Post by VideoGuy »

kilon wrote:
MrDeePay wrote:Is the VWF/Cutscene Tool going to be used for the collab?
But to answer your question, we will have cutscenes for plot so yes.
Did anything ever come of the attempt to somehow animate the cutscenes? That's always been my complaint with that tool.
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.
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