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Official Tool/Sprite/Etc. Help Thread

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Where can I find romi sprite tool SA-1 compatible? The one on the tool section make the rom crash and the link of compatible tools in the patch's readme doesn't work
So, I've been trying to insert this Marine Pop sprite with PIXI (I had to convert the sprite with trashkas because holy hell that sprite is old), and for the most part, it should work. However, I'm getting this error. How exactly do I fix this?
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Remove the colon at the print.
Is there a rule of thumb regarding making PIXI-compatible sprites? I got an error the other day when I tried inserting the splitting giant goomba with it, and I sorta wanna help port/edit/fix as many incompatible sprites as I can.

Whenever I place a dolphin, they always bug out when just partially off screen. In-game when they go even slightly off screen they start jumping upward infinitely and the graphics bug out. Anybody know what's causing this and how I can stop it? It only happens with dolphins as far as I know.
Originally posted by Moltz
Is there a rule of thumb regarding making PIXI-compatible sprites? I got an error the other day when I tried inserting the splitting giant goomba with it, and I sorta wanna help port/edit/fix as many incompatible sprites as I can.

*img*

Yes, a good rule of thumb is to not use TRASM sprites. See the readme about them, there should be an explanation about trashkas in there.

Originally posted by DaWildGrim
Whenever I place a dolphin, they always bug out when just partially off screen. In-game when they go even slightly off screen they start jumping upward infinitely and the graphics bug out. Anybody know what's causing this and how I can stop it? It only happens with dolphins as far as I know.

Part of your problem seems to be:

Originally posted by ROM Map
Change $07F69C from 05 to 25 to fix the Dolphin tails showing up when they're vertically off-screen.

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I don't know if it's a problem in my ROM or a bug with this tool (PIXI)
But if the rom contains the SA-1.
The Bill Ball shooters and Torpedo Launcher of SMW don't work.
Layout by Koopster
I want to use the custom shooter to shoot out a custom sprite (Missile bill). The sprite uses the extra bit. I want the sprite to have the extra bit set when it gets spawned by the shooter. However, the shooter doesn't use extra bits. So how do I go about doing this? Is there a line of code I need to change in the asm file? I haven't messed around with sprites in a while, so I'm a little rusty. Can someone point me in the right direction? Thanks in advance.
Your layout is on vacation.
I believe you have to search for the extra bit RAM i.e. $7FAB10 (if you see something like "EXTRA_BITS = $7FAB10", search for the former). Then look at a LDA which loads a value for $7FAB10. Change the last digit into a C.
Thanks, MFG! I knew it was something simple that I was missing.
Your layout is on vacation.
I have problem with level teleport sprite, it doesnt seem to work with big boo boss(custom sprite version) and Wart custom sprites.

For BBB I use the first variation, when BBB dies nothing happens. For Wart same thing happens(I tired the silver p-switch thing for veggie shrug sprite that wart boss requires, but it didnt do anything).
Hi
So my question is probably very dumb, but is it possible to have ALL objects and sprite in any type of level? For example, being able to put a digging chuck in a level that doesn't originally have the digging chuck as an available sprite.
Thx!
Definitely not all, because there's only so much room for graphics at once. That's a limitation of the SNES.

When two sprites don't share the same tile, there's an easy way to have both of them in one level: make a new graphics file combining the appropriate tiles from two other graphics files, then save that as an ExGFX file and use it in that level.


 
But in case of an animation (let's retake my previous example, a digging chuck, who has a digging animation) it means having multiple "images" and then having to redo the animation?
Sorry, I know nothing about romhacking, so far I've used the very very basics #ab{:)}
Chucks have multiple images. Animations are just switching between them. As long as none of the Chuck's images overlap whatever other images you want in the level, there's no need to redo the animations.

e: to clarify overlapping: The SNES supports 512 8x8 images for sprites. To oversimplify a bit, each sprite expects its graphics to be loaded in specific slots. You can freely choose what goes in each of these 512 slots.

Let's say Chuck uses slots 200-269, Parakoopa uses slots 50-99, and Wiggler uses 250-299. In this case, Chuck and Parakoopa don't overlap, you can use both together; but Chuck and Wiggler both want 250-269, so unless you redo the animations, one of them turns into the other and you don't want that.

(Numbers are made up, the real situation is a little trickier. But that's the general idea.)
<blm> zsnes users are the flatearthers of emulation
Ok thanks!
So I can find the sprites 16x16 of background and stuff, but I can't find the one of enemies?! (or Mario for that matter, not that I'm interesting in modifying him)

EDIT: oh ok, I need to use Graphic Editor/YY CHR and not just do it in LM (like I was doing for example to do an upside down muncher: copy-paste-flip)
I'm trying to apply this patch to my SMW ROM using ASAR, but when I enter the name of my ROM I'm getting a message saying that the name looks like ??? (which is garbage) and continuing will crash the ROM. I'm fairly new to this, is there more to it than simply typing the patch and ROM name, or is my ROM just messed up?
Maybe look up "SMW clean rom" with this
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Hack Thread
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Layout by Koopster.
The problem is I'm trying to apply it to a ROM that I've been working on and not a clean one.
um, any other patches installed?
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Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
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