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New YI sprites

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How would I go about tweaking the BVZ to hold a bigger sprite than 16x16?

I'd like it to hold a YI Shy Guy.
Great Creations, but you should make a pirhana plant mans.. ANY... just make any type of P.plant at least.


OK, YI boo is done. Also fixed up another issue in the other sprites...BVZ can be set to comeback or stay erased when it drops it's load with the extra bit.

MrCheeze: ???

Boing: A tweaked graphics routine will do that. I already have 2 defaults and a YI Shy Guy will be one of them. I'll just have the default spritetool YI shyguy, but with GFX in my file.

Those sprites in Mario Fantasy are already out there. Except the flower thing I think. I might make whatever the author keeps to himself. And no, I don't care for beta sprites.
Not bad. Really, not bad...
Keep up the good work. Can you make sprites from YI DS too?
there arent very many YI:DS exclusive sprites, they are pretty much the same. but i may be wrong. good sprites smkdan.
Wow, those are great smkdan! About the Boo, it's great. I really wanted a 32x32 Boo a long time ago.
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you should do the boo with the lil boos that follow it, like in tap-taps castle (?)
Just back here to browse a bit.
These really are all great, smkdan! It's amazing how quickly you are pumping these great new sprites out. How many have you made all together now? One of the coolest things is how you are faithfully translating these YI sprites to work with SMW's game mechanics. Thank you so much for all the work you've already done.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Nice Job smkdan Those are some very nice Sprites,looking forward to more great sprite realese,Im actullay Working on Some Sprites My self
Cannon Shy Guy and Giant Boss Bass,AKA the giant boss bass is the YIDS styled boss bass.

thank u all for useing my joke button! to those who couldnt take the joke, grow a funny bone.
Thanks for the feedback. I think I'll make this my 'permanent' thread for new sprites from YI. There's still a load of them to do.



I added one that holds a shyguy. It generates the default one from spritetool, just with a tweaked tilemap.

Few things in mind for later on:
-Green pirhana plant that shoots at you
-Flower that acts like a dragon coin
-A new fly guy with alternate approach
-A bandit if I can get a few things out of the way

You should make it hold whatever sprite is set in the ASM file if the extra bit is clear, and a shyguy if it's set.
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Hey, nice to see all these YI sprites making their debut for anyone who wants to use them in their hacks, I have yet to try any out due to my college work, but could you possibly make either of the two sprites below, please?

-the 32 x 32 circular, spiral shaped line guided platform that slowly moves in the direction according to what side the player is on (e.g. if they are on the right side, it moves right, and vice versa), but can also speed up or slow down if it goes down or up a slope respectively.

-the yellow (medium speed) line guided platforms, and red (fast speed) platforms; they should be tweaks of the line guided platform that doesn't start to move until jumped on (sprite 63 in LM), hopefully that won't be too hard for you, I mean, Carol has them in Brutal Mario, and they would work wonders in my sixth world, which is probably going to have at least one line guide area due to the theme being sky.

Thanks in advance, and keep up the good work with the sprites, can't wait to see more new ones arrive on the scene.
These are able to drop custom sprites, right?

Edit: I tried editing the normal BVZ and the one that drops a Needlenose to drop different sprites, but it didn't seem to have any effect. Any help? D:

Edit 2: Does simply changing the sprite numbers and tilemap at the top do anything?
Change the needlenose one if you want it to drop custom sprites. Change the Goomba one to drop standard sprites.

Code
SPRITE_NUMBER = $02	;SET THIS TO THE SPRITE OF NEEDLENOSE
SPRITE_GFX = $0E	;Set this to the GFX of the sprite you want it to hold
SPRITE_PROP = $1B	;palette, GFX page etc.


In the .asm you'll find this. SPRITE_NUMBER is the number of the custom sprite you want it to generate. It's the same as the number you put into the input .txt for sprite tool. SPRITE_GFX is a tilemap entry for a 16x16 GFX that it will hold until it's generated. SPRITE_PROP is the general properties in the 'Xyppccct format'.

EDIT: I have to lookup the dissasembly to figure out how the line guided sprites work, but don't count on the circular blue hypno platform since it would be really taxing on GFX space.
all of these sprites look good. is there any YI sprite that you WONT be able to make?
Originally posted by smkdan

EDIT: I have to lookup the dissasembly to figure out how the line guided sprites work, but don't count on the circular blue hypno platform since it would be really taxing on GFX space.

It could be possible with Bio's SuperFX engine, but it isnt finished yet so we cant make it.

Your layout has been removed.
Originally posted by smkdan
In the .asm you'll find this. SPRITE_NUMBER is the number of the custom sprite you want it to generate. It's the same as the number you put into the input .txt for sprite tool. SPRITE_GFX is a tilemap entry for a 16x16 GFX that it will hold until it's generated. SPRITE_PROP is the general properties in the 'Xyppccct format'.

I'm still having trouble. Maybe I'll put up my code:

Modified regular baron_von_zeppelin.asm:
Code
SPRITE_NUMBER = $0D	;Set this to the sprite you want it to hold
SPRITE_GFX = $CA	;Set this to the GFX of the sprite you want it to hold
SPRITE_PROP = $07	;palette, GFX page etc.


Nothing changed. :/


I have no issue getting it to hold + generate one of them. So I can't provide any help beyond asking you to redownload it...I don't recall fixing an issue like that but I can't think of anything else. You are reinserting the sprite when you change the variables, right? It sounds silly but there's no other logical reasons I can think of why it would do that.

Code
 	LDA #SPRITE_NUMBER	;load sprite to generate...
	STA $9E,y		;into sprite type table

Code
	LDA #SPRITE_GFX
	STA $0302,y	;sprite to gen GFX


These bits take the values in the variables you just posted and put them into action. The variables aren't being changed if it makes the same sprite.
hey, papermario766 is making some Paper Mario GFX, do you think you could try those?
Originally posted by smkdan



Why does that shy guy hides in the bush so weirdly?
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