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Posts by JackTheSpades

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You need to switch the list into cluster mode

Code
00 cluster_spawner.cfg
CLUSTER:
00 cluster_sprite.asm

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For Errors, I'd recommend adding a section for incbin/incsrc file not found. As pixi handles the working directory differently than romi's sprite tool. (Pixi has a temp asm file in the main directory which runs a an incsrc on the target sprite where romi's copies the sprite code into the temp file)
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Let's take a moment to give some kudos to these guys for already having removed 200 sprites.
I know removing isn't really the goal here but it sure doesn't hurt to remove all these minor edit and UberASM tool sprites.
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There's this pack.
The graphics are included with PIXI. There is an insertion tutorial here
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Originally posted by GreenHammerBro
non-mode 7 bosses

A) I think this goes against the "Nothing to specific rule"
B) I think it's borderline impossible. As you said, these bosses rotate and zoom (both at the same time). While rotation can be done with dynamic sprites, throwing zooms ontop of it makes it kinda impossible. Well, I mean, you could have tons of graphics for all the necessary scenarios but that's kinda insane and actually... this is why we have mode 7 in the first place.

Also, I honestly don't think anybody is gonna take a request like that...
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This is entirely GPS' fault though. The first time a shared routine is called, it does something like this:

Code
JSL MacroLabelTest
pushpc
	freecode cleaned
	MacroLabelTest:
		incsrc "routines/MacroLabelTest.asm"
pullpc


It has some additional shenanigans about saving the pointer to then checking on that to prevent re-insertion. Second time forward, all it does is:

Code
MacroLabelTest = read3($xxxxxx) ; from some address


Now as you can see, the first time it adds a main label, so naturally that's gonna screw up any sort of sublabel.
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Originally posted by GreenHammerBro
Would be cool if yychr were able to change the size of the file, thank god I have a hex editor.

It can if you change it's settings to. But I'd advice against it as that would also make it crop empty tiles at the end and potentially corrupt (though I think Lunar Magic prevents that) your ROM if you try to insert a not exactly 4kb or 2kb large GFX file.
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Code
hhhhh     Height. Not entirely sure what its purpose is.


OW Sprites draw a shadow, height defines the distance between the sprite and the shadow.
Not sure if this was handled automatically or manually in sprite coding though.
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Originally posted by RoydGolden
though I thought both would end up leaving the academy where instead neither of them are

Wouldn't that pretty much end the story? Like, the manga is still going from what I know and anime original endings are (thank god) more or less a thing of the past. Sure, some animes like to "mix things up" a little, like No Game No Life did (story spanned volumes 1-3 and the last scene with old deus was actually the ending of vol 6).
That said though, I agree with everything else. Badass gambling moment for the win :D.
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You know, if someone makes a joke in an otherwise suppose to be serious thread, even if that someone is a staff member, doesn't mean it's suddenly open season for everyone.
It's OK to have fun but we don't need everybody's two cent on a short joke.
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(restricted)
Happy early Christmas from the ghost of past-perfect Christmas.
So yeah, I decided to finally pull through on this. Fun fact, I was actually done for a while on most pixi related stuff and only had the CFG-Editor left to worry about. Well, some other pixi stuff did come up eventually so meh.

Anyway, here's v1.02 which is also, most likely, the last version I actively worked on.
That is to say, I've kinda lost motivation for SMW as a whole and working on this tool doesn't really help. I'll do any important bug fix patches or so but other than that I guess this is now free for everyone.
If you want to keep a common source, you can either just file pull-request on github or I could try adding you as editor or whatever it's called, just fire me an email (see profile, not a PM as I likely won't check them).

So yeah, let's get over whats new.
Biggest change is the introduction of json instead of the old cfg files for sprites. The old cfg files will remain compatible but I'd recommend switching over to json. You can use the included CFG-Editor for that. Just note that when opening files, you need to select *.cfg files otherwise it will only show .json.
Json now presents a much more humanly readable and manageable format (except for the base64 encoded stuff).

The new json files can now also contain information on how to display the sprite within Lunar Magic. I tried to replicate the LM editor but it ended up having some shortcomings, it get's the job done though (note to self, use streams next time instead of arrays).
Basically this means that pixi will now create the .ssc, .mwt, .mw2, .s16 files for you:



I added an option to disable the per level sprites feature, since it still causes problems with "freedata align" (a bug within asar). Running the tool with the option -npl (no per level) will have it insert things like normal sprite tool.
You should pay attention though to not use this feature if you have any sprites B0-BF already inserted in levels. Pixi sets the sprites B0-BF to be 7 bytes long by default (3+4 extra bytes as we don't know the per-level needed amount) where as in normal mode it will insert with the actual number selected in the cfg/json file. As such, it could corrupt levels due to sprite size changes.

I've added the option to change the asm path for all you lunatics who throw everything in one huge directory and somehow expect things not to crash...
The tool should now also handle situations where the rom is not in the same folder as the tool better by actually converting the paths to a relative point (either the exe or the rom).
That is to say, paths like sprites, routines, asm, etz. (even when changed via command line) will always use the location of pixi as a reference. Whereas the list file will always use the location of the rom as a reference. Suppose you have:

Code
C:\user\tools\pixi\pixi.exe
C:\user\roms\my_latest_hack\rom.smc


Then when executing, the tool will use:
Code
C:\user\tools\pixi\asm\...
C:\user\tools\pixi\sprites\...
C:\user\tools\pixi\routines\...
C:\user\roms\my_latest_hack\list.txt
C:\user\tools\pixi\shooters\...
and so on.


Couldn't really get to include OW sprites since converting Lui's patch to work with pixi defines is a nightmare. Including the actual functionality within pixi would be no trouble at all (is mostly done and commented out already).
If someone were to pick it up in the future, I'm sure you can just copy-paste most of it. Have it also use .json for ow sprites so that it's possible to create the display files for the OW like for levels now.

Download: SMWC (under moderation) (accepted), GitHub
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Originally posted by NeXuS15
Seems like you missed to import the SolidSprite routine into v1.2

I don't think I ever had that routine. Either someone else added it to the download of 1.1 or it's one you added manually in the past.

Originally posted by Konata Izumi
It'd be great if I could use the CFG editor. (says it's not a valid windows application)
Also, I don't see why .json is better than .cfg other than more readability (if you're a coder).

Make sure you keep Newtonsoft.Json.dll in the same folder and try to see if you have the latest .NET version installed.
As for json, it's a far superior method of storing data in text format. Putting the fact that there already exist json parsers for both c++ and c# (saving me the trouble of doing things manually) aside, json also allows me to easily have lists of varying length and binary data, which in plain text cfg would have been far worse.

Originally posted by RPG Hacker
Tried sending you an E-Mail, but apparently the E-Mail address in your profile doesn't even work... #w{:<}

I copy pasted it from my mail program...
jack <dot> suit <dot> spades <at> gmail <dot> com
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