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Minor Releases
Forum Index - SMW Hacking - Resource & Tool Releases - Minor Releases
Pages: « 1 2 3 »

Minor Releases Rules and Guidelines



• The purpose of this thread is to allow smaller releases to get the same publicity of larger releases, so feel free to post anything minor you've submitted here!
• As mentioned in the main rules thread, music submissions should be posted in the Custom Music Help forum, minor sprite/ASM submissions in the ASM Projects show-off thread, and minor graphics submissions in the Screenshot and Videos topic instead.
• Do not post your submission more than once unless you are submitting an update.
Yay! First reply.



I made a 16x32 NPC sprite that works with RPG Hacker's VWF dialogues patch and Romi's Sprite Tool (there is an VWF NPC for Tessera but not many people use that yet). Additionally, it is much more customisable - you can have 32 entirely different NPCs using one .cfg file. So far, for each NPC you can configure:

- Whether it walks or not. If it does, then you can set the speed.
- How long it walksfor before stopping.
- How long it stops for before walking again.
- The tiles to use and properties (palette).

And global settings include whether the "..." tile (first SS) is shown for the sprites when Mario is near them, if the sprite stays on ledges and the sound effect to play.

Here's the download link. The readme has the instructions and I hope the sprite isn't hard to use. Let me know about any bugs.

I want to make these even more customisable so any suggestions would be nice.
Nice job with that; I'm surprised at how long it took for an NPC compatible with the VWF message system to pop up. It looks like you did a really thorough job and covered all the bases; I can't think of anything else to add.

I've got something to show as well: a minor tool called Supatch. Its purpose is to be a patcher for "short-lived" patches; i.e. patches that you're only going to keep for a few minutes and don't want to have to go through the hassle of patching for. Basically, drag your IPS over this program and it will create a new, temporary ROM, patch it, play it, and then delete it, so no more unnecessary copy-pasting ROMs around just to play a minor patch. All you need to do to set it up is unzip it, drag your emulator over it, and then drag the original SMW ROM over it. After that, you're all set. You can also drag multiple patches over it and it will play then consecutively.

It should be bug free, though I haven't had a chance to test it on Linux or Mac (Windows seems to demand tons of OS specific code, so bugs likely exist on their versions). I've included the source, and I can verify that gcc does compile it just fine, so if anyone wants to give it a go on one of those operating systems and let me know if it works, that'd be great.
I should get a new layout.

Probably won't, though.
Man, this is one of those cases where I don't realize how desperately I need something until it's there. This is a perfect tool for throwaway patches, and comes in especially handy during contests like now (good timing). I'm gonna be using the hell out of this.

Great job.

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Originally posted by wiiqwertyuiop
from my testing I have not seen any

<Alcaro> also whatever inferior scaling algorithm you used on that gooey sucks majorly.
<Alcaro> lolfont on insert button, clicking the "browse..." textareas does nothing
<Alcaro> fail capitalization in Options, File menu is white
<Alcaro> same fail capitalization under View->Info (which is the same as Help->About in almost every other program btw)
<Alcaro> inconsistent capitalization of "emulator"
<Alcaro> patch list editor buttons are differently sized
<Alcaro> inserting nul.asm to nul.smc says Could not open list and doesn't bother explaining what a list is
<Alcaro> error log opens a command prompt and promptly closes it
<Alcaro> command prompt says "error.log is not an internal or external command blah blah"
<Alcaro> how can you possibly consider that done
<Alcaro> oh, and it doesn't bother remembering the ROM location.
Red = bug still exists.

Oh, and the error log button now does exactly nothing.

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<blm> zsnes users are the flatearthers of emulation
Also, it's good practice to add ellipses after every button/menu entry that opens another window (unless that window is a success message perhaps).

Looks pretty cool otherwise, though admittedly I haven't actually tried it.

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bnk2brr, The Sample Bank -> BRR(s) Conversor

This small tool lets you convert a Sample Bank to various .brr files. It's very simple, just specify the .bnk file and a folder to output the .brr files. The AMM header is already included on .brr files. Also it should work fine on non-Windows platform (well at least it should).

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GitHub - Twitter - YouTube - Blog - SnesLab Discord
Nice work,VitorVilela!!
You should convert musics of Addmusic 4 to AddmusicM!!
Don't think??
Originally posted by Roberto zampari
Nice work,VitorVilela!!
You should convert musics of Addmusic 4 to AddmusicM!!
Don't think??

The point of releasing it was to convert the songs on your own >_>

Also: musics from* - don't you think*
Originally posted by Vitor Vilela

So many life changing tools #smw{<3}

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Are you an ASM coder and want a boost on your Steam, Switch, PS4, or Xbox One accounts? Private Message me for details.
(I also offer SMW Custom Songs in exchange for ASM! I don't do ports though unless it's to remix.)

Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading or boosting in exchange. 6 more left.

As promised, I've made a GUI tool for LevelMusic. You can get it here. (Requires Microsoft .NET Framework 2.0 or 4.0)
The utility is intended to be run from Lunar Magic; to use it, add this to your usertoolbar.txt:
Code
***START***
"lvmus.exe" -lm "%1" "%7"
0,LevelMusic Utility
LM_CLOSE_ON_CLOSE, LM_NOTIFY_ON_NEW_ROM, LM_NOTIFY_ON_NEW_LEVEL
***END***

For anyone who wants it, here’s an up-to-date version of the patch that fixes a couple of bugs, in Asar format.

In case you're wondering what the heck LevelMusic is, here's a quick summary from the readme:
Quote
LevelMusic is a custom level music bypass that I made to cover for the two main issues with the standard Music Bypass feature in Lunar Magic:
  • Custom music does not work with mode 7 bosses.
  • The music does not fade between levels that have different music.
LevelMusic, on the other hand, has neither of these limitations.

This Utility allows you to apply, reconfigure, and remove LevelMusic without boring you with the nitty gritty details; changing level music is now convenient and can be done without even leaving Lunar Magic.

The Utility will automatically apply the equivalent of Levelnum.ips if necessary, as it is required for LevelMusic to work.


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Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Why an IPS? Why not an Xkas/Asar patch?

Originally posted by MrDeePay
Why an IPS? Why not an Xkas/Asar patch?

I guess what I put is misleading. The GUI tool does the equivalent of patching Levelnum.ips to your ROM, but it doesn't actually come with an IPS; rather, it applies bytecode embedded in the program.
It's actually quite fast this way, and it takes less than half a second to apply all patches for the first time (for me, anyways).

(The Asar patches don't include an IPS either, but a disassembly.)

--------------------
Would this work just fine with AddmusicK?
It works with all the Addmusics on the site.
AMK is special though; you have to run it at least once before applying LevelMusic, or it will crash. If you forget, just reapply the patch and it should fix any issues.

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Originally posted by ShadowFan-X
The utility is intended to be run from Lunar Magic; to use it, add this to your usertoolbar.txt


I...didn't even know you could do that now...clearly I need to check the help file more often. This is a great idea, and I hope we see more Lunar Magic "extensions" like this!



I have a minor release of my own to show off: Split 32X. I'm going to be lazy and quote the description verbatim:

Quote
This is a tool whose purpose is to make working with the 32x32 Character Tilemap Kit easier. It can combine LeftGFX.bin and RightGFX.bin into a single file to make its graphics easier to edit, and then split that back into the usable format of LeftGFX.bin and RightGFX.bin when you're done.


That's about it. Hopefully this makes that patch easier to use.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
Hopefully this makes that patch easier to use.

It does make the graphics editing part easier, except when you remapped MArio's tiles around differently using the table inside the patch. The tool arranges things to SMW's tile map, which is okay, but anyone who messed around with the table will have a hard time using this and would be better off using two separate files.

--------------------
I wonder what a HFD opcode would do in ASM...
Originally posted by TLMB
It does make the graphics editing part easier, except when you remapped MArio's tiles around differently using the table inside the patch. The tool arranges things to SMW's tile map, which is okay, but anyone who messed around with the table will have a hard time using this and would be better off using two separate files.


It shouldn't be rearranging anything...it assembles GFX.bin based on LeftGFX.bin and RightGFX.bin and nothing else. This does mean that only 4 poses can fit on a single "line" instead of the 8 in the separate files, but when they're split back apart, that corrects itself (so when arranging the tilemap, use the separate files instead of the joined file).
I should get a new layout.

Probably won't, though.
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Forum Index - SMW Hacking - Resource & Tool Releases - Minor Releases

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