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Dynamic X Open Beta V0.6

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Tool

Perhaps I should wait for you to make the tool compatible with MaxTile.

I followed every step right:

Opened my CLEAN ROM in LM 3.21, expanded the ROM to 2 MB and closed LM. I changed !DSX = 0 from SA-1 v. 1.32 sa1.asm and applied sa1.asm with Asar v. 1.71 on my ROM, checked the ROM to see if it works and it does. I closed the emulator and loaded that ROM in LM. I removed the YI coin, saved the level and expanded the ROM to 4 MB and closed LM. Next I opened Dynamic Z Installer.exe and specified the path for ROM, PIXI and UberASM, according to your video. Installed Dynamic Z for my ROM, making sure it has been successful and it was. Opened my ROM again for testing. Good results.
I opened ResourceList.txt and added as test:
Code
PIXI:
.Normal
Gnawty
.Cluster
DKCContactEffect
.Extended
OTHER:

Gnawty GFX and palettes and DKCCpntactEffectGFX were in Dynamic Resources folder.
Next, I opened DynamicResourceAdder.exe or DRAdder.exe and inserted the pathes for PIXI and the ROM according to your video.
Those inserted with no problems.
Next, I went to PIXI and added these 2 things in list.txt:
Code
00 Gnawty.json

CLUSTER:
00 DKCContactEffect.asm

EXTENDED:


I inserted the sprite and the cluster effect with PIXI and no problems. Assembly was inserted successfully.
When I headed to LM and added a gnawty in the level, opended it with ZMZ and went to level 105, I went to the area with the gmawty and the game crashed. Should I send you those files via PM? There are a lot you know. I am clueless here.
Re-install dynamic z again, that is because the library set up failed, if you reinstall the patch and the resinsert resources with dradder and then sprites with pixi, all should works fine.

Also if you want you can contact me by dm in discord or pm in smwc.

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I did install a 2nd time and added gnawty in my hack. Now it works, but there are other problems. If I stomp on one, I die or worse, the game crashes.
Was I suppose to install Dynamic Z after it was installed? Because in my case, I close the installer, reopened it and specified the paths and installed it and after all steps, it did me to a half-working dynamic sprite.
Originally posted by Rykon-V73
I did install a 2nd time and added gnawty in my hack. Now it works, but there are other problems. If I stomp on one, I die or worse, the game crashes.
Was I suppose to install Dynamic Z after it was installed? Because in my case, I close the installer, reopened it and specified the paths and installed it and after all steps, it did me to a half-working dynamic sprite.


That probably is because that sprite uses the DKC Contact Effect, you can deactivate it on the routine "DisplayContactEffect" to use the vanilla white star.

I am checking all the sprites to be sure that all works fine on vanilla rom, i am uploading them to sprite section, soon all of them will be on sprite section.

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About Dyzen. One feature would be to tell what color doesn't belong to the palette and where is located. That might be nice.
Originally posted by Rykon-V73
About Dyzen. One feature would be to tell what color doesn't belong to the palette and where is located. That might be nice.


Dyzen says you that message when your sprite sheet has more than 16 colors (15 colors + 1 of transparency), you can use aseprites or any tool to decrease colors to know how much colors has the image, on the future probably i can add a feature to reduce number of colors.

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Im having a problem. I was clicking dynamic z installer to insert It into the rom but when I click on It, It says: To run this application, you must install .NET Core. Would you like yo download it now? I clicked yes and it started to install it. When it was done I clicked on It, go through the setup, and when Im finished I dragged it inside the dynamic z folder. So then, I tried clicking on dynamic z installer again and it sayd the same message. How can I fix this?


Edit: Ok nvm. You just have to install the .NET Core reset your pc, And then it will work.

Edit: Ok I have another problem. I was using pixi to insert the sprite and it tells me the rom wasn't modified and It may cause bugs. It tells me type in y/n to abort or to continue. I continue then it says:You haven't installed VRAM optimization patch in lunar magic. And then it tell me the insertion was aborted. How can I fix this?
Originally posted by bd90492
Im having a problem. I was clicking dynamic z installer to insert It into the rom but when I click on It, It says: To run this application, you must install .NET Core. Would you like yo download it now? I clicked yes and it started to install it. When it was done I clicked on It, go through the setup, and when Im finished I dragged it inside the dynamic z folder. So then, I tried clicking on dynamic z installer again and it sayd the same message. How can I fix this?


Edit: Ok nvm. You just have to install the .NET Core reset your pc, And then it will work.

Edit: Ok I have another problem. I was using pixi to insert the sprite and it tells me the rom wasn't modified and It may cause bugs. It tells me type in y/n to abort or to continue. I continue then it says:You haven't installed VRAM optimization patch in lunar magic. And then it tell me the insertion was aborted. How can I fix this?


You should click the four colored mushroom buttons (#lm{extgfx}, #lm{extexgfx}, #lm{insgfx}, and #lm{insexgfx}) in order and edit and save a level.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Originally posted by anonimzwx
Patreon Only Sprites:

-Paper Mario's Putrid Piranha (Include Boss Version).
-Big Version of DKC2's Zingers Boss.

i'm just catching this now - i'm sorry, but are you planning to paywall some of your smw hacking projects...? or are they free on your patreon but you just dont plan to post them here...?
Originally posted by idol
Originally posted by anonimzwx
Patreon Only Sprites:

-Paper Mario's Putrid Piranha (Include Boss Version).
-Big Version of DKC2's Zingers Boss.

i'm just catching this now - i'm sorry, but are you planning to paywall some of your smw hacking projects...? or are they free on your patreon but you just dont plan to post them here...?


I upload almost all for free, only very special content is for myself or my patreons. My projects are just a hobby, i dont need a patreon tbh but i have one because i like to see that there are people who support my projects and sometime i give things to them like help them with asm things, do sprites or things like that.

In the case of those sprites, putrid piranha is still in development and i will upload it on the future here but patreons have early access.

King zing is a sprite of my hack, it will be available for everyone some months after release my hack with all the content of my hack, my patreons will have early access to that boss.

It Is dumb think that i am doing this for money, it is a horrible bussiness, A lot of time for very very few profit, i do this just because i like to do asm and i like that people use my resources.

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Sorry for responding late, thank you
Preparing the Final Release of V3.75

Finally i returned from my travel and i can work again.

What will be New?

-SpriteSheet2DZprite: It is basically a tool similar to Dyzen but without GUI, It takes a sprite sheet and transform it into a sprite (a file .asm) with all the tables and code to do the dynamic sprite, also return a GFX and palette for that sprite. It is basically a standalone version of the "Load Sprite Sheet" feature of Dyzen.

-Block Change System: Basically my own implementation about Imamelia system to change Blocks on the fly, with this system you will be able to change all the blocks on the screen in just 1 frame, allowing dynamic level changel, Probably on the future i will do a tool to help with this feature because this kind of features usually are ASMER only and i will try to make it for everyone.

-Two Phase Dynamic Sprite (AKA Giant Dynamic Sprite): This is a way to do Dynamic Sprites that bypass the limit of size sacrificing more space in VRAM, with this feature, do dynamic sprites of 96x96 or 112x112 is totally possible.

-Improved API for HSV System, now will be a bit easier to use that system.

-Full Documentation in spanish and english.

What is improved?

-Dynamic Z Installer: Will include the news features and also will fix some messages and things of the GUI. Also now will be more automatic, with only Dynamic Z Installer you can install Dynamic Z in one click.

-DRAdder: Some messages of the tool will be fixed them, also will include some error messages for common user mistakes.

Fixes:

-Will fix a bug that happend with the current version uploaded that happend in lorom using hsv and palette features. For some reason the patch crash when those features are installed.

-Fix the "Double installation bug" for some reason the patch sometimes requires to be installed twice to work fine.

-Fix all problems related with installation.

-Fix problems with patches that uses hijack $00A300 (Like Retry System) that requires to be installed after Dynamic Z.

Current Sprites and resources:

-Fix all problems with interaction and random crashes then upload them.

-Change the code of current dynamic sprites to use Vanilla SFXs.

-Codes for uberasm using differents features of Dynamic Z.

-Templates of sprites or players.

I would like guys if you can give me feedback about the current version and any problem that you would like to fix or improve to add it to this version.

Also:

CLASSES OF DYNAMIC SPRITES

Anyone who wanna learn how to do Dynamic Sprites can send me a DM in discord and i can teach how to do that, i recommend know at least a bit of asm knowledge to understand how to do basic things in asm.

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I started a Dynamic Z's repository:

https://github.com/weierstrass1/Dynamic-Z-Repository


This repository includes:

-Latest version of Dynamic Z (any update of Dynamic Z version will be uploaded on this repo).
-Sprites
-Uberasms
-Routines

In this first release includes:

-Dynamic Z V3.8: This version just includes some bugfixes and is totally stable.

Normal Sprites:

-DKC2 Zingers

-DKC Gnawty

-DKC Klaptrap

-DKC Klump

-DKC Krusha

-SMM MidwayFlag


Clusters:

-DKC Contact Effect

-DKC Explosion

-DKC Smoke

Extended:

-DKC Klump Grenades


I will add soon:

-NSMB Unagi (giant eel): Swiming version and Wall version
-Metool
-Hotario
-Storm Eagle's Flying Platform
-NSMB Mushroom
-DKC Klump Grenade's Spawner
-DKC Necky and DKC Necky's projectiles

Others sprites won't be uploaded for now, I will upload some of them after upload Super Mario World Random Revolution First Blood Demo 2.

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Looks great! Every sprite release will be at github?
Originally posted by Rykon-V73
Looks great! Every sprite release will be at github?


Not all, some of them i will release them after next SMWRR FB Demo, maybe when i finish the whole hack i release all of them including the bosses but before that not.

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Dynamic X

I am working on a new Dynamic Sprite System, this is far better than the newest Dynamic Z version, this system allows works very different.

Features:

  • Easy coding, basically a dynamic and graphic routine takes very few lines and very easy to use. Anyone can use it even without know ASM.
  • Poses are now completly independent from sprites, you can load and draw poses in any zone of SP1/SP2/SP3/SP4 and from any resource (blocks, patches, uberasm codes, sprites, etc).
  • All poses are shared between all resources, then if a pose is used by 2 sprites at the same time, both use the pose. Any pose is loaded only once in VRAM at the same time always.
  • Sprites can synchronize their animations to use preloaded poses and then you can have a ton of copies of the sprite without any issue.
  • Poses are replaced in VRAM replacing those poses that weren't used recently.
  • You can draw any pose with any sprite palette, any object property, any SA-1 priority and any position.
  • Implements a micro-priority system, this allows to draw poses in front or behind in the same SA-1 Max Tile priority, basically with this you have 8 levels of priority:
    • SA-1 Max Tile priority Lowest 0
    • SA-1 Max Tile priority Lowest 1
    • SA-1 Max Tile priority Normal 0
    • SA-1 Max Tile priority Normal 1
    • SA-1 Max Tile priority High 0
    • SA-1 Max Tile priority High 1
    • SA-1 Max Tile priority Highest 0
    • SA-1 Max Tile priority Highest 1

  • Allowing that poses can be loaded from anywhere and are shared by anyone allows that sprites can used as semi-dynamic (like LX's Dynamic Sprite Set), Dynamic Sprites, Shared Dynamic Sprites, etc... Also all sprites are 60fps if a sprite can't load a pose because vram space or risk of provoke flickering, then the sprite use the current pose and wait to the next frame to load the pose.
  • Poses are drawed in the most optimal way because the graphic routine is adapted to the pose and also optimized to draw it in a fast way.
  • By default each poses can use maximum 16 16x16 blocks in VRAM, but changing configuration you can use make poses of 24 16x16 tiles or 32 16x16 tiles. (I am speaking about VRAM space, if you have a pose that repeats a ton of tiles then obviously you can use a lot more tiles).
  • You can config VRAM to say what spaces are available for dynamic poses.
  • You can force the system to load poses in specific zones of the VRAM.
  • Includes a Tool to edit poses and load them again.
  • Inteligent Palette Loading, basically if 2 or more resources (sprites, blocks, uberasm codes, patches, etcs) needs to load the same palette in the same cgram place, it is made only once, this also applies for hsl and rgb palette effects.
  • Dynamic Sprite Color Palette Auto Assign, basically the dynamic sprite load its own palette finding what of the palettes is free.
  • All remaining features of Dynamic Z (Change Graphics or Palettes of player, change palettes, use Hue-Saturation-Lightness or Red-Green-Blue base to do palette effects).


I hope to finish this during february.

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Dynamic X Beta

Do you want to participate?

Dynamic X is finally in Closed Beta state, i need people with ASM Knowledge that can help as beta testers.

If you wanna participate send me a PM.

What's next?

After finish the closed beta (fix all bugs find during this beta and improve User Experience), Dynamic X will be in Open Beta state, during this state this will be released with the beta to be tested by anyone:

Sprites

-YI Piranha Plant : Improved version of YI Piranha Plant uploaded to SMWC.
-YI Tap Tap The Red Nose : A complete new version of this boss, a lot more accurate and with more options than the version uploaded to SMWC
-DKC Klaptrap: Includes 5 differents versions.
-DKC Klump: Includes 2 versions
-DKC Klump Grenades
-DKC Gnawty: Includes 2 versions
-DKC Necky: Includes flying version and the version which throws rocks.
-DKC Necky's projectile
-DKC2 Zinger: Includes 7 versions
-DKC Contact Effect
-DKC Explosion Effect
-SMW Yoshi: A SMW's yoshi's but can be used in any level and you can put a lot of them in the screen. Also includes Rainbow version that has all the power ups of others yoshi colors.
-SMW Podoboo: A Podobo that can be used in any level.
-SMW Morton, Roy and Ludwig: Version usables in any level without sacrifice layers, then you dont need mode 7. You can use all of them at the same time or even use more copies of them.
-SMW Clown Car: A custom sprite that rotates and shoots bowling balls and Mecha Koopas.
-SMW Mecha Koopa: Dynamic version of Mecha Koopa.
-SMW Bowling Balls: Dynamic version of Bowling Balls.
-SMW Bowser: A version that doesn't needs Mode 7.
-NSMB Mushroom: Includes normal version and 1-up version.
-NSMB Midway Flag.

All sprites made using Dynamic X uploads 1 copy of each pose only once and is shared between all sprites and reused if it is possible, then they use very few resources.

Uberasms Examples:

It will includes several uberasm codes that allows differents things like change graphics, palettes, load poses, draw poses, apply color effects to palettes, etc...

Beta won't include player features, they will be added later.

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This week i will release an open beta but not with all the promised sprites, This beta will be sa-1 exclusive and will include:

Features:
-Dynamic Graphic Changes.
-Dynamic Palette Changes.
-Global and Non-Global Palette Effects.
-Dynamic Pose System.
-Drawing System.
-Player Features (Change Player Palette and Graphics)
-NMI Optimizations (includes optimizations for fixed color, controllers, Status Bar optimization and MarioGFX Optimization).

Sprites:
-YI's Piranha Plant
-YI's Tap Tap The Red Nose
-SMM's Midway
-DKC's Klaptrap
-DKC's Kritter
-DKC's Klump
-DKC's Klump Grenades
-DKC's Gnawty
-DKC's Contact Effect
-DKC's Explosions
-DKC2's Zinger

Uberasm Examples:
-ApplyColorEffect : Use 1 Global Palette Effects.
-ColorEffectCycle : Changes Global Palette Effects doing a cycle.
-ColorEffectTransition: Do a transition between 2 global palette effects.
-Exanimation: Do a exanimation using Dynamic X's Dynamic Graphic Changes System. (Includes GFX and Palette change).
-Player change: Allow to change graphics and palettes of player using a GFX layour similar to GFX32.

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Tool

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