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Romi's Cutscene Tool
Forum Index - SMW Hacking - Resource & Tool Releases - Romi's Cutscene Tool
Pages: « 1 2 3 4 5 6 7 8 » Thread Closed
I think it's possibly Alcaro's VRAM re-arrangement patch which is causing the VWF sprite to read from somewhere else in the VRAM for layer 3 because of the fact that I can see sprite tilemaps (read: garbage) in that VWF scene.
Originally posted by Iceguy
I think it's possibly Alcaro's VRAM re-arrangement patch which is causing the VWF sprite to read from somewhere else in the VRAM for layer 3 because of the fact that I can see sprite tilemaps (read: garbage) in that VWF scene.

I thought that would be the problem...

It doesn't sound like they're at all compatible. Unless there's some magical solution... *Insert magical solution here*

--------------------
*Sigh*
Help anyone? I'm trying to replace the font in my game with the font converter. Strange things happen and I really don't know what to do. First of all this is what the unconverted file looks like in YY-CHR:



As you can see the the letters "i, l, s, t" and the number "1" are all correct. Now this is my definiotion file:

Code
ABCDEFGH
IJKLMNOP
QRSTUVWX
YZabcdef
ghijklmn
opqrstuv
wxyz0123
456789


and this is my Cutscene text

Code
ABCDEFGHIJKLMNOPQRSTUVWXYZ[br]
abcdefghijklmnopqrstuvwxyz[br]
0123456789[wait]
[end=00]


And now this is what happens:



At numbers 1, 4 and 7 the spaces are way too big. At numbers 2 and 3 letters are missing (i and l) and at letters 5, 6 and 8 letters/numbers are cut off (s, t and 1). Does anyone know why this keeps happening? I really don't know what to do anymore :(

BIG EDIT:
OK, I have three announcments to make.
1. I'm a stupid idiot
2. The problem is solved
3. You all suck for not beeing able to help me with this easy problem >:(
Apparently I just forgot to copy the width.bin of the new font created into my Sprite Tool folder >.<

Well to celebrate this problem being solved:


God, when this happens you know you're fucked!

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
The link to the tool-compatible xkas is dead, so how can I use the tool now? Also, how do we draw sprites onto the screen?
Have you tried this?

http://www.smwcentral.net/download.php?id=147&type=tools

Also the sprites are covered in the Readme I think.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
By sprites, I mean the SMW sprite tiles. You know, like a picture of a sprite.
Yes, I know what you mean. You want to use Romi's Sprite Tool to display pictures (aka sprites) on top of your cutscene, right? That function I think is covered in the Readme of the Cutscene Tool.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
To draw sprites on the screen:

You either draw an 8x8 tile, or 16x16 tile. (For 8x8, write small in the last tag and for 16x16, write big).

Anyway, first you write the X co-ordinate. 00 being the most left, and F0 being the most right. The value MUST end in a zero.

For the Y co-ordinate, you either write from 06-F6 (must end in an 06!). 06 being the most top, F6 being the most bottom.

Then there's a tile number - use the 8x8 editor for reference here. For a 8x8 tile, you can directly write the tile number. For a 16x16 sprite, you specify the top-left tile only.

After that, you write the YXPPCCCT byte for the sprite. Y = vertical flip, X = horizontal flip, PP = priority bits, CCC = palette # and T is the graphics page. These are in binary, so convert it back to hex when you're done.

The last tag is for the tile size. I said said earlier, writing small makes it an 8x8 tile, and writing big makes it a 16x16 tile.

I haven't used this tool in a long time, so I could be wrong somewhere.
Awesome tool! This ought to make it a million times easier to give the hacks around here a nice story :)

Quick question, how much text can we use in this? Is there a limit? Or does it depend on the amount of free space in a ROM?

Edit:
Uh oh... error time!
When I try to insert the sprites using sprite tool, this happens:
Code
cleaning up data from previous runs:
New tag: deleted 1336 bytes from PC 0xa0200

inserting main code and table:
PC: 0xa0200  (SNES: 14:8000)
sprite table start PC 0xa0536
reloc offsets: 45 4d 53 5a 61 6d 74 7b 92 98 9e a7 af 104 10a 242 24a 250 257 25
e 26a 271 278 28f 295 29b 2a4 2ac de 1e7 213 30a
wrote 1336 bytes

inserting sprite: 0
.\sprites\vwf.cfg
running TRASM.EXE
PC: 0x9ef08  (SNES: 13:ed08)
running TRASM.EXE

*****************************
Error detected in assembling .\sprites\vwf.asm
It is recommended that you abort Sprite Tool at this time.
Do not continue unless you are absolutely sure of what you are doing.
Trying to continue will probably corrupt you ROM!
Do you want to take my advice and quit? (Type yes or no)


The tmpasm.err file is probably 100 lines long, so I'll just post a quick snippet of it:
Code
Error listing for TMPASM.ASM

Starting address defined as $13ED13

Pass 1
Error in 3.1/2: Invalid symbol name
Error in 4.1/3: Invalid symbol name
Error in 6.1/4: Invalid symbol name
Error in 7.1/5: Invalid symbol name
Error in 8.1/6: Invalid symbol name
Error in 9.1/7: Invalid symbol name
Error in 10.1/8: Invalid symbol name
Error in 11.1/9: Invalid symbol name
Error in 12.1/10: Invalid symbol name
Error in 13.1/11: Invalid symbol name
Error in 14.1/12: Invalid symbol name
Error in 15.1/13: Invalid symbol name
Error in 16.1/14: Invalid symbol name
Error in 17.1/15: Invalid symbol name
Error in 18.1/16: Invalid symbol name
Error in 20.1/17: Invalid symbol name
Error in 21.1/18: Invalid symbol name
Error in 22.1/19: Invalid symbol name
Error in 23.1/20: Invalid symbol name
Error in 25.1/21: Not a valid operator
Error in 29.1/24: Branch out of range, forward reference?
Error in 60.3/54: Not a valid operator
Error in 73.3/68: Not a valid operator
Error in 82.3/78: Not a valid operator
Error in 91.1/86: Not a valid operator
Error in 96.1/91: Branch out of range, forward reference?
Error in 174.1/160: No operand needed
Error in 206.1/192: No operand needed
Error in 216.1/201: Invalid symbol name
Error in 218.1/203: Branch out of range, forward reference?


What did I do wrong? I put the vwf and vwf_data asm and cfg files in the right folder, updated the sprites.txt, and copied the vwf and width.bin files to the sprite tool folder...

--------------------
Layouts are overrated.
My Blocks: Fragile Block - ASM Version | Hard Landing
Are you using Romi's Sprite Tool? It turns out we needed to use that version. Also, you could insert up to 256 text files in one ASM file.

Regarding my last problem, I don't understand the YXPPCCCT part. Is that even needed? Also, how can we even assemble an entire sprite graphic if tiles have to be X=x0 and Y=x6?
Thanks Yoshiboy, that was it. As for the YXPPCCCT part, those are sprite settings. Here's a post which describes them: Right here

As for your other question, I have no idea :)

--------------------
Layouts are overrated.
My Blocks: Fragile Block - ASM Version | Hard Landing
It sounds like you're using TRASM.exe to assemble your sprite, which this sprite isn't meant for. Use this version of Sprite Tool and this version of xkas (because a few more commands have been fixed into it).
This is what it says here in the readme:

"Property is the property of the tile in YXPPCCCT format"

What does that mean?
Well, I have a problem. I have everthing you need, (Xkas, Romi's Spritetool, and Active Perl) But whenever I click on the batch file to make the sprites, it says "Press anything to continue, and no sprites are made! Does anyone know what I'm doing wrong?

I've also edited the list file.
Originally posted by Yoshiboy
This is what it says here in the readme:

"Property is the property of the tile in YXPPCCCT format"

What does that mean?


Well you need to know how to work with binary and hex numbers. The YXPPCCCT number basically represents 1 byte in binary. If the Y bit is set, the sprite is flipped vertically, if the X bit is set, the sprite is flipped horizontally. The PP bits are the layer priority bits, I'm not sure which combination gives which priority. The CCC bits are the palette bits and the T bit is the GFX page (the page you see in the 8x8 editor, so you either use sprites from page 0 or from page 1). That is to sum everything up in short.

Originally posted by Lynnes
Well, I have a problem. I have everthing you need, (Xkas, Romi's Spritetool, and Active Perl) But whenever I click on the batch file to make the sprites, it says "Press anything to continue, and no sprites are made! Does anyone know what I'm doing wrong?

I've also edited the list file.


So what exactly do your batch- and list files say?

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
This is what my list says:

00 Intro.Txt


But what do you mean by batch?
The list file should be OK.

Well you said
Originally posted by "Lynnes"
...But whenever I click on the batch file to make the sprites..
so you reall should know which Batch file I'm talking about. The batch file you use for making the sprites. Also what is the name of your list file? list.txt?

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Thanks RPG Hacker, but how do I set it so I can use both the palette bit and the graphics page bit?
Well as I said you have to know about binary and hex numbers. In binary "1" means set and "0" means clear. So at first you have to write down the number in binary somewhere. For example: 11001001. That would mean that the Y and X bits, the first C bit and the T bit were set and all the others bits were clear. Now you had to take Windows calculator and conver that number from binary to Hex. The Hex number is the number you have to enter.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
*facepalm* It's not working! Apparently it can only insert the T part.
Pages: « 1 2 3 4 5 6 7 8 » Thread Closed
Forum Index - SMW Hacking - Resource & Tool Releases - Romi's Cutscene Tool

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