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Sprite Tool
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You can't find the sprites.txt file, is that your prbolem? Well you could just make a txt file and name it sprites. That would work too. #w{=D}
just naming a txt file sprites COMPLETELY DESTROYED luckily i was only testing a copy but i think i know what to do now

Tell em' Dusty sent ya.

Soo I got spritetool to work but the palettes are off. How do I fix this in the .asm file?
Originally posted by guitario666
Soo I got spritetool to work but the palettes are off. How do I fix this in the .asm file?

Depends on the sprite. You will usually need to look for the YXPPCCCT value and edit the CCC property. Alternatively you can edit the palette in Lunar magic, but that is a change that can start messing with other sprites.
Also, this YXPPCCCT value can usually be found in the GFX routine of the sprite (otherwise it's sometimes a define which you can edit). It's the value that gets stored to $0302,y most of the time so CTRL+F for that and see what gets stored there.
You guys don't use the CFG file for changing palettes?

You can also use cfg editor if the creator of the sprite followed the normal SMW way of doing it, it's the dropdown box in the middle of the application.
Well I rarely use the .cfg editor for setting the palette of the sprites, not sure about how other people do it. He asked how you edit the palette in the .asm file anyway though.

But yes, always try editing the palette in the CFG editor before you mess around with the property byte in the ASM file.
How can I use more than one sprite tool in a hack? I'm using a lightning generator that needs pixi, but I want to use the smb1 bowser too, but whenever I put the bowser with the romi tool the lightning generator disappears. How can I fix it?
There are two solutions, a complicated and a simple one. Let's start with the complicated solution: You're recoding both tools in such a way that they don't interfer with each others. This requires knowledge in ASM and C++ and is very impractical to the point of using only one sprite tool and make the sprites compatible is much simpler. The simple solution? Just forget the idea and use either one or the other.

Both tools do the same thing i.e. they both insert sprites, insert their code at the same locations and will interfer each other when used at the same time (this applies to all others tools but also patches in general except for assemblers i.e. you can't have two addmusics or two block tools in the same ROM too). As such, you can only pick between one or the other. However, just because PIXI isn't compatible with romi's Sprite Tools, it is with its sprites. The condition is that they can be assembled with at least xkas (an older assembler, nowadays not really used). For sprites (such as SMB1 Bowser) which are inserted with TRASM (a very ancient assembler, not used at all outside of legacy stuff), you first need to run them through Trashkas before you can insert them with PIXI. This isn't the whole story since the sprites will only spawn once in the level due to the way how PIXI has changed the sprite load table (i.e. which sprites will reload and which sprite won't).

Rest in peace, Near.
do you know any tutorial on how to do all this? I need to use bowser in my game.
Do you mean the hard or easy solution? Because the former is certainly something what you should not do, is too specialised to be a simple tutorial (can only be generalised by an ASM and C++ tutorial) and would blow a simple instruction up. The latter is much more simple:
  1. Download Trashkas
  2. Run SMB1 Bowser through trashkas or put both of them (for Bowser, this means the ASM and CFG files) in the same folder and run Trashkas. Be sure to separate this from the other sprites to not mess them up.
  3. Finally, search for the line JSR SUB_OFF_SCREEN_X3 and replace it with the following code:
    LDA #$03

    That should fix the despawn bug.

Rest in peace, Near.
Thanks bro
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