Banner
Views: 722,546,794
Time:
8 users online: Aguni_, duders, Eminus, GoddamNapoleon, Kusrry, Space Jesus, UTF, Zandro - Guests: 35 - Bots: 162Users: 37,751 (1,800 active)
Latest: GoddamNapoleon
Tip: You can edit the properties of the original sprites using Tweaker.Not logged in.
Details for PIXI v1.2.8 - Sprite Insertion Tool
Tools - PIXI v1.2.8 - Sprite Insertion Tool
File Name: PIXI v1.2.8 - Sprite Insertion Tool
Added:
Version History: View
Authors: JackTheSpades, Tattletale
Operating System: Windows
Platforms: SNES
Games: SMW
Source Included: Yes
Featured: Essential
Website: Link
Description: A sprite insertion tool made to allow more dynamic sprite usage, space savings and more SA-1 compatibility when compared to old iterations.
Despite this, it is almost fully compatible with sprites written for older SpriteTools, save for the fact that Asar is now used as the assembler.

Detailed usage instructions, common errors and changes compared to older sprite tools can be found in the included readme.txt file. Version history can be found in changelog.txt.

Source (up to date now): https://github.com/JackTheSpades/SpriteToolSuperDelux

Any weird issues you may encounter, contact me on discord (Tattletale#0001).

Now with Lunar Magic 3.01 support and a lot more reliable. Other changes include:

Version 1.2.8 (Jan 20, 2019):
-(Tattletale) Fixed a bug with sprite data in sa1 not being displaced correctly. This would cause random sprites to spawn when extension byte was used (didn't happen every time). Also added some doc/comments to main.asm while I was at it.

Version 1.2.7 (Jan 13, 2019):
-(Tattletale) Routines ChangeMap16, ExtendedHurt, SubVertPos, SubHorzPos, SpawnSprite, GetMap16 and GetDrawInfo were updated so their top-most labels were removed and only sublabels are used within them to avoid issues with asar. Reported by DigitalSine.

Version 1.2.6 (Dec 30, 2018):
-(Tattletale) Fixed an issue with ChangeMap16 in vertical levels.
-(Tattletale) Fixed an issue with GetMap16 in vertical levels.
Tags: cluster, extended, insert, inserter, insertion, sa-1, sprite, sprite tool, spritetool
Rating: No rating
Download: Download - 5.08 MiB
482 downloads
Screenshots
Previous 
 Next
TheLucraftTeam
i found a issue, when i insert a sprite into my hack, it says unknown filetype, but the file type is not unknown, so are you kidding me pixi?#smw{>:|}
Posted by: TheLucraftTeam -
Tattletale
Routine Star.asm is bugged as well. Reported by Darolac. This issue was actually reported to me by Blinddevil and fixed to me by him himself like more than one year ago, but I forgot about that.

Code
;Routine that star-kills the sprite and gives Mario points.
;Doesn't check whether Mario actually has a star.
        PHB
        PHK
        PLB
        JSL $01AB6F|!BankB
        LDA #$02                ; \ sprite status = 2 (being killed by star)
        STA !14C8,x             ; /
        LDA #$D0                ; \ set y speed
        STA !AA,x               ; /
        JSR .SubHorzPos
        LDA .speed,y            ; \ set x speed based on sprite direction
        STA !B6,x               ; /
        INC $18D2|!Base2        ; increment number consecutive enemies killed
        LDA $18D2|!Base2        ; \
        CMP #$08                ; | if consecutive enemies stomped >= 8, reset to 8
        BCC ?+                   ; |
        LDA #$08                ; |
        STA $18D2|!Base2        ; /
?+        JSL $02ACE5|!BankB      ; give mario points
        LDY $18D2|!Base2        ; \ 
        CPY #$08                ; | if consecutive enemies stomped < 8 ...
        BCC ?+                   ; |
        LDY #$08
?+        LDA .sound,y            ; |    ... play sound effect
        STA $1DF9|!Base2        ; /
        PLB                        ;
        RTL                     ; final return

.speed    db $F0,$10
.sound    db $00,$13,$14,$15,$16,$17,$18,$19,$03

.SubHorzPos
        LDY #$00
        LDA $94
        SEC
        SBC !E4,x
        STA $0E
        LDA $95
        SBC !14E0,x
        STA $0F
        BPL ?+
        INY        
?+        RTS 


Here's the fixed version.

I will update pixi with these two fixes (this and the other one I posted here) this weekend.
Posted by: Tattletale -
Hooded Edge
Thank you! I've been waiting for a miracle like this to happen for centuries. lol.
Posted by: Hooded Edge -
Tattletale
ExtendedDrawInfo routine is currently broken. It will be updated soon. Reported by Darolac.

Replace it with this:

Code
; Gets the OAM index to be used, deletes when off screen, etc.


   LDA.l .OAMPtr,x
	TAY
   
.noIndex
	LDA $1747|!Base2,x
	AND #$80
	EOR #$80
	LSR
	STA $00
	LDA $171F|!Base2,x
	SEC
	SBC $1A
	STA $01
	LDA $1733|!Base2,x
	SBC $1B
	BNE .erasespr
	LDA $1715|!Base2,x
	SEC
	SBC $1C
	STA $02
	LDA $1729|!Base2,x
	ADC $1D
	BEQ .neg
	LDA $02
	CMP #$F0
	BCS .erasespr
	RTL
.neg	LDA $02
	CMP #$C0
	BCC .erasespr
	CMP #$E0
	BCC .hidespr
	RTL
.erasespr
	STZ $170B|!Base2,x	; delete sprite.
.hidespr
	LDA #$F0	; prevent OAM flicker
	STA $02
	RTL

.OAMPtr
   db $90,$94,$98,$9C,$A0,$A4,$A8,$AC
Posted by: Tattletale -
Berk
is it me or does command line option -l not work 🤔
Posted by: Berk -
Major Flare
A minor update, but works as intended and it is still stable. Since I tend to use the newest versions when moderating sprites, the tests made give me enough input to accept this.
Posted by: Major Flare -
randomdude999
fed to the rules and i hit the ground running
Posted by: randomdude999 -
Shiny Ninetales
and they don't stop coming
Posted by: o Shiny Ninetales -
Erik
nice
Posted by: o Erik -

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 31

Menu

Follow Us On

  • Facebook
  • Twitter
  • YouTube

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented