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New YI sprites

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I did it, but once the Nintendo screen has passed, it stays black.
Originally posted by S.C.O.R.P.I.O.N.
I did it, but once the Nintendo screen has passed, it stays black.

Then start over using the backup. >_<
CP_foothills has been canned. Therefore, this space is once again blank.
I looked everywhere in this thread, but when I put in that spinning log in my level, for some reason it flashes random GFX then disappears, but it still works, without GFX. Do you know what's happening?
Originally posted by MarioEdit
I looked everywhere in this thread, but when I put in that spinning log in my level, for some reason it flashes random GFX then disappears, but it still works, without GFX. Do you know what's happening?

Patched the dynamic asm file with xkas, renamed the .bin file and put it in your sprites folder to match the sprite name, etc. etc?
CP_foothills has been canned. Therefore, this space is once again blank.
Originally posted by Remnic the Hedgehog
Originally posted by MarioEdit
I looked everywhere in this thread, but when I put in that spinning log in my level, for some reason it flashes random GFX then disappears, but it still works, without GFX. Do you know what's happening?
Patched the dynamic asm file with xkas, renamed the .bin file and put it in your sprites folder to match the sprite name, etc. etc?

Yep, I did. In fact, ALL of the dynamic Sprites are glitched!!!
Cough Click here CoughThere was a patch made for the people who can't use xkas.
Wait what. You don't rename the .bin file.
My rank could be this , but I won't spam this thread.

You already spammed but now it's too late. <_<Anyways, smwedit, does this "X" go in front of you when the blowhard charges you with it? And when you hit it with a throw block, does the animation plays where he gets "unattackable" and stays in that place for some seconds?
Originally posted by Dratini
Cough Click here CoughThere was a patch made for the people who can't use xkas.
Except it becomes unusable when I use it?
EDIT: There's no header, so I had to write 200 bytes of empty memory at the beginning.
Originally posted by Buu-Huu
You already spammed but now it's too late. <_<Anyways, smwedit, does this "X" go in front of you when he charges you with it? And when you hit it with a throw block, does the animation plays where he gets "unattackable" and stays in that place for some seconds?


I just finished "instaling the blowhard" and what i've seen it doesn't have the "X" and it does play the animation when you throw a block or shell at it which is great.

For some reason it took me quite a while to insert the graphics correctly for it and I had to redo it around 10 times to get the graphics working or without glitched graphics in the game ><" I reckon someone should make a patch for this as it can be quite hard for some people to insert the graphics for the blowhard.

Btw. good work Smwedit with the blowhard, it's awsome!
SMB:ML I might not be submitting it to the database unfortunatley. If you really want to play it, try sending me a PM and we can discuss.
Wish granted, download the patch here. NOTE: I expanded the rom to 4 MB so this patch will expand your rom. Be careful when using it. Plus I added some informations for the setup of the Needlenosebullet sprite and which line to change so that the Blowhard spawns it.

Edit: Your YI Bullet Bill is very cool.
smkdan: I added a slope detection routine to your woozy guy (see video below), PM me if you want the routine.
<embed style="width:400px; height:326px;" id="VideoPlayback" type="application/x-shockwave-flash" src="http://video.google.com/googleplayer.swf?docId=4889609667541463807&hl=en" flashvars=""> </embed>
P.S. I used google video instead of youtube because youtube seems to be down right now (at least for me it is)
Holy crap that is SO cool! Bravo, as usual. :D!

I would SO use that Blowhard and Woozy Guy if I hadn't vowed not to use dynamic sprites in SMTI... Ah well, maybe in my next hack.
It's me!!

High on life is the best high.
These sprites are AMAZING!!! What will be next? The bosses?
Now I leave my IPS patches of my hacks for everyone play and edit as you want to.

Bramble Invasion & Surreliatus


Well, it would be a PAIN to do the bosses. They are OVERSIZED, are SUPERFX (dynamic in this case), and their moves are a PAIN to do >_<
But yeah, it really is possible to code them I guess?
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
I haven't thought about slope detection before, but that should make woozy guys that much closer to the original. Thanks.

Bosses is taking it a step too far...

Sure it's possible, it's just that people who put the effort into coding them aren't likely to share something that took them alot of work to create particularly if they're using it in their own hack.
Originally posted by Black Yoshi
These sprites are AMAZING!!! What will be next? The bosses?


Actually I would like to see some new layer2-commands even more. And unlike some custom bosses, which would act the same in every hack someone decides to insert them, you could still do your own things with new Layer2-commands.

@smwedit: Wow! This guy wouldn't be right without slope compability, so that's a great addition.


Originally posted by FPI
Originally posted by Black Yoshi
These sprites are AMAZING!!! What will be next? The bosses?


Actually I would like to see some new layer2-commands even more. And unlike some custom bosses, which would act the same in every hack someone decides to insert them, you could still do your own things with new Layer2-commands.

I agree.
Maybe we could even get more moving platformers....
But that is not what this thread is for.
Your layout has been removed.
(to smkdan) You have a good point about the bosses, but you made me think of something. You make all these sprites for us, but... Do you have an actual hack of your own coming along? This is more for curiosity than anything... I have no doubt that any SMW hack you design would impress me and many others. ;)
It's me!!

High on life is the best high.
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