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Sprite Programming [Legacy]

My mistake then... I guess I assumed a 16x16 was four 8x8s and each Y was for an 8x8... or something...

I guess that means the INY in my 8x8 fire bro fireball is unnecessary then...

Well.. I learned something today ^_^
I have a hack thread - Link (Now with a demo!)
Also a music thread - Link

C3 Projects
2013: Modern Spiny Pack
2012: MGSS v0.1
Spring 2010: SMB2 Autobomb Sprite


Just finished part 1, and I really just felt like I was copy-pasting. I understand everything, but there are so many standard routines that I feel I'm running back to this tutorial whenever I need something simple like that. Good tutorial though...I have a feeling I'll be seeing it a lot.

Who knows when I'll have
something to put here.


Credits go to Counterfeit for the bitchin' post layout.

Wait... I don't get something:
At the generator part it says that if you have less then 10 coins it doesn't give you a feather.
And your code says:

LDA $0DBF
CMP #10

Shouldn't that be:

LDA $0DBF
CMP #0A

???
Your layout has been removed.
When you put a # in front of a number (as opposed to #$), that means that the number is counted as decimal instead of hexadecimal.
My YouTube channel
Get the official ASMT resource pack here!

If i click on a link it will lead me to a page with an advert and this text:


bplaced.net Diese Seite ist leider nicht mehr verfügbar, Fehler 404. Sorry, this page is not available any more, error 404. - Impressum

Any wayto fix it?
Yes, I posted an archive of most of the files needed a few posts back. Most of them are reliable.

Give Mario some love?~
NOOOO Its a .RAR file!
PLZ make a .ZIP
ASM files (.ZIP)

Also, why are .rar files so bad, anyway?

Give Mario some love?~
Originally posted by zKiP
ASM files (.ZIP)

Also, why are .rar files so bad, anyway?

He clearly does not have WinRAR, 7zip, or anything similar.

World Community Grid: Thread | Team
 
How do I animate a 16x32 sprite?
Originally posted by Iceguy


LDA $1534,x ; Load a sprite table ..
CMP #$CC ; IF CC frames have passed ..
BEQ Jump ; Branch to jump.
INC $1534,x ; Increase $1534,x every frame.
RTS

Jump:
LDA #$D0
STA $AA,x ; Set a Y speed for the sprite so that it "jumps"
LDA #$01
STA $1DFA ; Play "Mario jumps" sound.
JSL $01802A
STZ $1534,x ; Clear timer for jumping again.
RTS


In the above example, we made use of $1534,x - we used it as a "jump timer" for our sprite. If you want to, add this code into your sprite and test it. Every CC (204) frames, which is about 3 seconds, the sprite should perform a small jump!



Hey thanks for your tutorial thus far. I see how this code does allow the sprite to jump at intervals but how do I keep the Mario-Sprite interaction along with the code (i.e. where do I put this in my code).
Check my page http://marioepicjourney.blogspot.com to find more updates about my hack Super Mario: The Epic Journey.
Originally posted by zKiP
ASM files (.ZIP)

Also, why are .rar files so bad, anyway?


I'm curious, how come there's no spritetut8.asm or spritetut9.asm? Does it go to spritetutA.asm after spritetut7.asm?

Well anyways this tutorial is really helpful! It's easy to understand and is well detailed! Thanks for this tutorial Iceguy, it's really helping a lot of us out.
Originally posted by reghrhre
I'm curious, how come there's no spritetut8.asm or spritetut9.asm? Does it go to spritetutA.asm after spritetut7.asm?


Well, I can't really tell. The files I uploaded were from an oldish version of this tutorial Iceguy PM'd me before it was here. So, I've never really saw the ones that were for this version. Nonetheless, what's in the archives should be enough for someone that knows ASM to make a decent sprite.

Give Mario some love?~
True. The only issues I'm having are on the 32X32 sprite. What type of clipping do you set in your .cfg file?
Check my page http://marioepicjourney.blogspot.com to find more updates about my hack Super Mario: The Epic Journey.
Pitching in to say this is a really great tutorial Iceguy and it has helped me a lot. There is still a bit missing though. Specifically I'd like to see more info about spawning and working with extended sprites. I'm starting to figure it out on my own for what I need but it would be a nice addition to the tutorial.

Originally posted by dahnamics
True. The only issues I'm having are on the 32X32 sprite. What type of clipping do you set in your .cfg file?


I've been using object clipping 7 and sprite clipping 2E, but in my sprite the collision detection on top is just a bit off. Still, it's a start.
Originally posted by wiiqwertyuiop
This is a excellent tut I dont know much asm and I'm spriting like crazy.


Same here. I'm working on a Clawgrip boss that to be honest is nearly complete, plus I'm working on The Abominable Snowman from Duck Tales. This is a great tutorial and I'm really understanding what goes where in ASM now.

Check my page http://marioepicjourney.blogspot.com to find more updates about my hack Super Mario: The Epic Journey.
I agree this tutorial is really good and I'm glad you made this. However I'm having a problem on getting the right code on the 1st part of lesson 6.

The sprite code since it stretches the tables.

What am I doing wrong?
You seem to be forgetting an RTS at the end of the main routine.
My YouTube channel
Get the official ASMT resource pack here!