Banner
Views: 865,347,979
Time:
25 users online:  Anorakun,  Atari2.0, BreadWheatmann, Dispace, Ezek.The Square Remixer, GbreezeSunset, GlitchCat7, HD_DankBaron, Holy Shinx, katun24, Knight of Time, Mad Lad, Miscalc, ModernKiwi, NewPointless, nicknicknick, Panther-T, RPG Hacker, Runic_Rain, SammmUuU, softandwet, Spads,  Tahixham,  Veck, yogui - Guests: 96 - Bots: 177 Users: 47,938 (2,082 active)
Latest: dean_moriarty
Tip: Create a thread for your hack in the Works in Progress once you have enough screenshots/videos to show.Not logged in.
Posts by dtothefourth
dtothefourth's Profile - Posts by dtothefourth
Pages: « 1 »
(restricted)
File Name: Blockreator v1.3
Submitted: by Major Flare
Obsoletes: Blockreator v1.2
Authors: Kipernal, Major Flare
Operating System: Windows
Platforms: SNES
Games: SMW
Source Available: Yes
Featured: Yes
Website:
Description: Kipernal's Blockreator that allows you to simply create custom blocks to be inserted with GPS.
The blocks can be created by selected certain conditions and events to occur when the player or a sprite touches the block.
See the readme for details.

v1.2:
- Added the wallrun offsets, as well as fixed various bugs with labels and certain codes not working properly.

v1.3 (Major Flare):
- Added several events, such as a proper give coins routine, Switch Palace tests, ON/OFF Flip status, and more;
- Added some code optimizations: wherever possible, switched "LDA #$00 : STA $RAM" to "STZ $RAM";
- Better SA-1 conversion - now, it converts sprite tables properly. Also, the resultant code is SA-1 hybrid instead of SA-1 restricted.
Screenshots:
STZ changes seem to be good as well as On/Off checks

Didn't notice any SA-1 hybrid issues.

But the new switch palace branches appear to be backwards, causing them to trigger when not active for the "If the Green Switch Palace is active..." check and vice versa.

Also, creating a block which is set to give a power up like "Make the player big (with animation)" but can be repeatedly triggered causes the power up to continue to increment rather than stay as big. Not sure if this is more a case of user error since they should probably make a block like that only triggerable once, but thought it was worth mentioning.
(restricted)
(restricted)
File Name: PIXI v1.2.11 - Sprite Insertion Tool
Submitted: by Tattletale
Obsoletes: PIXI v1.2.10 - Sprite Insertion Tool
Authors: JackTheRipper, Tattletale
Operating System: Windows
Platforms: SNES
Games: SMW
Source Available: Yes
Featured: Essential
Website: Link
Description: A sprite insertion tool made to allow more dynamic sprite usage, space savings and more SA-1 compatibility.
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. There also the new sprite status table that has been moved from 1938 to 7FAF00, used by SubOffScreen routines since version 1.2.10.

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

List of known bugs/issues: https://github.com/JackTheSpades/SpriteToolSuperDelux/issues?q=is%3Aopen+is%3Aissue+label%3Abug
Any weird issues you may encounter, contact me on discord (Tattletale#0001).

Now with Lunar Magic 3+ support and a lot more reliable. Other changes include:

Version 1.2.11 (August 26, 2019):
- (Tattletale) n extra byte support for both shooters and sprites. Goes up to 12 because LM only supports up to 12. Read the readme.txt for further info.
- (Tattletale) added two secret folders called ./asm/ExtraDefines and ./asm/ExtraHijacks. Now you can ship your own defines and hijacks along with your resources, just be very very careful with that. Read the readme for further info.
- (Tattletale) added Akaginite's MeiMei to pixi. This will sort out your sprite data when inserting or modifying sprites' extra byte configuration, when said sprites are already used in levels. Before this, you would just get a crash / corrupted sprite data. Special thanks to Akaginite (I would say 95% of the code is from MeiMei), Vitor Vilela, Randomdude999, Alcaro, they helped me deal with asar / sa1 address conversions. For further information read the readme - several flags were added as config for MeiMei, check the readme.
- (Tattletale) fixed a json related crash when the file name is invalid. The current message isn't any better but at least it won't crash. Messages will be reworked at some point.

Version 1.2.10 (July 6, 2019):
- (Tattletale) sa1convert officially removed from pixi.
- (Tattletale) trashkas officially removed from pixi.
- (Tattletale) donutblk gps block removed from pixi.
- (Tattletale) poison.asm patch removed from pixi.
- (Tattletale) level_ender sprite remove from pixi.
- (Tattletale) donut_lift sprite remove from pixi.
- (Tattletale) piranha_sideways sprite remove from pixi.
- (Tattletale) roto_disc sprite remove from pixi.
- (Tattletale) thwomp_left sprite remove from pixi.
- (Tattletale) thwomp_right sprite remove from pixi.
- (Tattletale) base_bro sprite remove from pixi.
- (Tattletale) shell_bro sprite remove from pixi.
- (Tattletale) bomb_bro sprite remove from pixi.
- (Tattletale) boomerang sprite remove from pixi.
- (Tattletale) boomerang_bro sprite remove from pixi.
- (Tattletale) hammer_bro sprite remove from pixi.
- (Tattletale) clusterspawn sprite remove from pixi.
- (Tattletale) fishspawn sprite remove from pixi.
- (Tattletale) flowerspawn sprite remove from pixi.
- (Tattletale) rainspawn sprite remove from pixi.
- (Tattletale) sandstormspawn sprite remove from pixi.
- (Tattletale) diag_down_bill shooter remove from pixi.
- (Tattletale) diag_up_bill shooter remove from pixi.
- (Tattletale) vertical_bill shooter remove from pixi.
- (Tattletale) fish cluster sprite remove from pixi.
- (Tattletale) flowers cluster sprite remove from pixi.
- (Tattletale) rain cluster sprite remove from pixi.
- (Tattletale) sandstorm cluster sprite remove from pixi.
- (Tattletale) boomerang extended sprite remove from pixi.
- (Tattletale) hammer extended sprite remove from pixi.
- (Tattletale) src.zip is not packed anymore. If you want the source, get it in github.
- (Tattletale) Graphic for Included Sprites has been removed.
- (Tattletale) Added a file called removedResources.txt so you can get back these resources from elsewhere.
- (Tattletale) Table 1938 has been moved to 7FAF00, it also now uses 256 bytes. So 7E1938 is now free.
- (Tattletale) Added 3 extra bytes for shooters at 7FAC00|4000F1, 7FAC08|400030 and 7FAC10|400038 - 8 bytes each.
- (Tattletale) Added !addr, !dp, !bank, !sa1, !shooter_extra_byte_1, !shooter_extra_byte_2, !shooter_extra_byte_3 and !7FAF00 as defines. !1938 is now the same as !7FAF00, so be careful, it's not 16bits anymore for fastROM.
- (Tattletale) SubOffScreen edited to explicitly use .L and the new table's macro.
- (Tattletale) Pixi now handles the sprite status table just like sa1 does (256 bytes). Now it's safe to disable LM's warning for sprite count when using fastROM. This is also technically a bug fix.
- (Tattletale) Some minor optimizations to main.asm.

Version 1.2.9 (Feb 17, 2019):
- (Tattletale) Fixed a bug with the Star.asm routine (provided by Blinddevil, reported by Darolac).
- (Tattletale) Fixed a bug with ExtendedGetDrawInfo.asm (reported by Darolac, I think it was Sonikku who fixed this (?)).
Screenshots:
New extra byte features broke compatibility with the included CFG editor and caused it to break sprites that used that feature.

A new version of the CFG editor has aleady been created and is incoming after this rejection.
(restricted)
File Name: GFX27 Edit
Added:
Authors: mikeyk
Operating System: Windows
Platforms: SNES
Games: SMW
Source Available: No
Featured: No
Website: Link
Description: Converts GFX27.bin - which is used for the Mode 7 boss battles - to an editable format.
Screenshots:
Crashing computers on modern Windows
Graphic editor (https://www.smwcentral.net/?p=section&a=details&id=15530) can effectively perform the same function
File Name: Effect Tool - UberASMTool Version
Submitted: by dtothefourth
Authors: JackTheSpades, dtothefourth
Operating System: Windows
Platforms: SNES
Games: SMW
Source Available: Yes
Featured: Yes
Website: Link
Description: The same EffectTool as always, but updated to work together with newer tools

Source available at: https://github.com/dtothefourth/EffectTool

3.0 - UberASMTool conversion by dtothefourth
-Removed SA-1 option and instead added !addr defines to make hybrid code
-Replaced RTS with RTL in generated code
-added init/main labels to appropriate sections
-simplified saving system to just save to an UberASMTool compatible levelASM file


A tool to generate various effects for SMW or any SNES game in general.
It features a variety of easy to use tabs to create effects such as:
-Background Color HDMA
-Forground Color HDMA
-Brightness HDMA
-Waves
-Parallax Scrolling
-Pixelation
-Windowing
-Color Math
Screenshots:
Replacing with an update to the existing submission
Pages: « 1 »
dtothefourth's Profile - Posts by dtothefourth

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

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy