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[ASM]Anonimzwx Dynamic Z + DKC ZINGERS!!!![Release]

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Oh wow...this looks very interesting. I am so eager to try this game out. I am literally having goosebumps just by looking at the screenshots. #smw{:D}
A 1UP may save your life one day.

Check me out on Youtube so you can see the many LPs I did on the rom hacks on this site! www.youtube.com/user/MarioBrotherL1UP
Originally posted by Vitor Vilela
As always, some new cool stuff there! I hope you can make this a solid thing soon, it has lot of potential to transform SMW Hacking completely. Though, I don't think 128x128 sprites are even possible without creating a insane version of NMSTL. 128x128 sprites takes, exactly, 64 16x16 tiles which is half of OAM or the entire range of OAM reserved for Mario, Yoshi and all standard sprites ($0300-$03FF).


thanks :).

its possible to make a dynamic sprite of 128x128 using the oam, you can use a graphic routine that use the freespace on oam map 200 and the oam map 300 and the ExGFX change of the patch, is a long and hard code but is possible, probabbly on the nex week i will show how to make it.

now i am making a dynamic version of the zinger from donkey kong country that use the patch. i will release it today.

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i upload the DKC Bees, you can see a video and download it.

they are 48x48 Dynamic sprites and use the Dynamic z, you can put up to 4 at the same time (2 with extra bit 2 and 2 with extra bit 3).

You can set if they go left to right (zingerH.cfg) or up to down (zingerV.cfg).

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The zingers require the incsrc sprites\header.asm
Where i find the header.asm ?
Originally posted by Roberto zampari
The zingers require the incsrc sprites\header.asm
Where i find the header.asm ?


with the Dynamic Z patch. you must download the patch. remember put the same freespace to the patch and the header.asm. You must put the header.asm on the sprites folder of the Romi Sprite tool

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I wanted to say something, anonimzwx...

Will you submit the Dynamic Z in the patches section?
Are you sure that you fixed everything in Dynamic Z?
Originally posted by Roberto zampari
I wanted to say something, anonimzwx...

Will you submit the Dynamic Z in the patches section?
Are you sure that you fixed everything in Dynamic Z?


the patch works fine, i will make more documentation, a video tutorial, more examples and some dynamic sprites then i will release it on the patch section. i tested it and it doesn't have bugs. the official release will be this friday (or probably the next monday).

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And the Dyzen?
Could you explain to everyone what happened with the "Sprite maker"?
Originally posted by Roberto zampari
And the Dyzen?
Could you explain to everyone what happened with the "Sprite maker"?


i will release a version on february (20 or 25 of february). That version will make the graphic routine for normal and dynamic sprites (and if i have time also it will make the collision routine).

The new interface is like this:



Complete size Image

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wow anonimzwx you it is awesome! grat job, DKC ZINGERS nice!! :o
I am making a Non-Dynamic version of GunVolt (a sprite from megaman X) it is compatible with my others megaman X sprites (except the batton bone).

here are a Demo Video:

Non-Dynamic Gun Volt

I will release it tomorrow

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Twitter
SMWControlLibX GitHub
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Snestorage where you can download my resources
Good work!! anonimzwx
Un proyecto en el que estamos trabajando los hackers hispanos, aun quedan lugares!.

Originally posted by anonimzwx
Originally posted by Hippo
Might want to fix Mario's spawning position on the overworld:



Had to edit the hack manually for now.

EDIT: Just tried it out and I must say that it's impressive what you've done. To be honest with you, changing graphics on the fly is always something I wanted in Super Mario World, so seeing this come out actually makes me quite happy.


sorry for this, was a bug of lunar magic.

The patch also can change the tilemaps (for example you can change the background or the layer 3), allows you to make giant dynamic sprites and your own player of 48x48 but i did't have time to explain this on the tutorial, test the function and make examples of this, for this i doesn't include it on the main post.



That's easy to fix just press Shift and F8 in Lunar Magic.
Current game playing: Star Wars: Jedi Survivor (PS5)
Last game completed: Yoshi’s Woolly World (Wii U)

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