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🐇 DSS NOW AVAILABLE (sort of) - lx5's attempt to cover his laziness of building spritesets and other stuff 🐇
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2021 - 🐇 DSS NOW AVAILABLE (sort of) - lx5's attempt to cover his laziness of building spritesets and other stuff 🐇
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Welp. Guess my days of trying to remap every sprite ever to create crazy combinations on any level I want are over.

In all seriousness, I can't understate just how promising the idea of "dynamizing" every sprite is, though I do fear the amount of patches doing the exact same thing might create some confusion at first.
Will the the Dynamic Spriteset System work with your custom powerups patch? Wonderful work your doing here.
Filler
Originally posted by MarioriaM
Will the the Dynamic Spriteset System work with your custom powerups patch? Wonderful work your doing here.

Not likely, as I don't want two big patches relying on each other. Plus this one still doesn't have proper non SA-1 ROMs support while the powerups do (and probably won't receive said support).
The dynamic sprite patch is wild, I really hope to see it become available soon. That said, how easy would it be for new hackers to implement it? I ask because the thread says it requires ASM knowledge.

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Check out my WIP romhack!
Originally posted by JupiHornet
That said, how easy would it be for new hackers to implement it? I ask because the thread says it requires ASM knowledge.

I'm afraid it will not be easy to convert custom resources to use it. It's not just adding a few lines of code, you have to know where you should put them in order to be effective. And as I've mentioned, this is aiming to be compatible with every SMW original sprite on a SA-1 enhanced ROM.
Originally posted by lx5
Originally posted by JupiHornet
That said, how easy would it be for new hackers to implement it? I ask because the thread says it requires ASM knowledge.

I'm afraid it will not be easy to convert custom resources to use it. It's not just adding a few lines of code, you have to know where you should put them in order to be effective. And as I've mentioned, this is aiming to be compatible with every SMW original sprite on a SA-1 enhanced ROM.

Would it be easier to just use it for vanilla sprites, like in the example video?

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Check out my WIP romhack!
Originally posted by JupiHornet

Would it be easier to just use it for vanilla sprites, like in the example video?

Yes, as these will be available alongside this system.
Originally posted by lx5
Originally posted by JupiHornet

Would it be easier to just use it for vanilla sprites, like in the example video?

Yes, as these will be available alongside this system.

Okay, cool. Looking forward to using it!

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Check out my WIP romhack!
Sprites are portrayed as minecraft chunks. When they enter the loaded zone, their data is in-memory. When they leave, they'll get erased to make room for new sprite graphics to come in.

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Give thanks to RPG hacker for working on Asar.
It's so technically crazy to see what people could do with this sort of thing.

Really really impressive work LX5.
Is there any real hard limit to what and how many sprites can be in one level now or are all sprites able to be in one level?

(that idea alone is insane bit it kinda reminds me of the SMW Adavance Intro scene with how it uses lots of different sprite sets)
Github repo

The project is now on GitHub. I wrote some quick stuff about how to use it, but it still is pretty early for regular users to actually make a hack with it.

The core part of the system is done and it's just matter of converting the original sprites to be compatible with this system.

Anyone is free to contribute to convert any of these. Feel free to contact me in #lx5-laboratory in sneslab (link on my title) if you have any questions regarding the (very little) docs I've included. I don't accept DMs btw, I don't like them.

I have nothing else to show, so that's really everything I had to offer. I hope you all liked it!



lol ninja'd

Originally posted by 1UPdudes
Is there any real hard limit to what and how many sprites can be in one level now or are all sprites able to be in one level?

As long you don't have over 64 16x16 sprite tiles loaded (maximum limit, which also is configurable) in the same area, anything will be possible to be loaded in the level.
gosh this is super cool. i'd love to consider using this for the second baserom level design contest 😳 if the community thinks it'd be a cool thing to try out!

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Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2021 - 🐇 DSS NOW AVAILABLE (sort of) - lx5's attempt to cover his laziness of building spritesets and other stuff 🐇

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