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SpriteTip - The Custom Sprite Collections Extractor!
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2014 - SpriteTip - The Custom Sprite Collections Extractor!
Pages: « 1 2 3 »
Hi guys. This time I'm pretty happy to bring a new tool for the SMW Hacking: SpriteTip. This tool lets you extract all custom sprite's tile data and makes them display correctly on Lunar Magic like any vanilla sprite!

What does this means?

- You don't have to insert custom sprites manually! Just go to "Add sprites" window then select "Custom Collection of Sprites" tab.

- You finally will be able to view your custom sprite in the level editor correctly! No more hovering it to see the number and looking on the sprite list.

- You won't have to worry about positioning and/or sprite size. From 8x8 to 96x96, mosts sprites will display correctly on Lunar Magic, including align for sprites like Venus from SMB3.

- You won't suffer anymore from guessing if the sprite will ever look correctly in game due of wrong SP1-SP4 or palette!


...And much more!

Here is some various screenshots with before - after SpriteTip:



















































(Images from my first hack, Touhou Mario 2 and K-16)

And now you ask: Do I have to set each tile manually or something? No! SpriteTip does all for you! The only thing you have to do is create a (optiona) .txt file with the sprite names and/or description. That's all. If you don't specify one, the sprites will still appear, but will hold the "Unnamed sprite" name, like on this screenshot:



I hope with this tool, SMW Hacking get easier and more fun for everyone. Custom Sprites are something really great, but I feel the insertion method was still one of the things that was really needing some improvement, even if most people didn't even notice because, probably, something like this wouldn't get released ever...

Anyway, time for huge download link:
DOWNLOAD
Wow.

P.S. I love you.

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Wow. #tb{O_O} now make a sprite creator and you're 10/10

This is gonna be really useful for lazy noobs like me for people. I've heard about LM's custom sprite display feature, but I was always too lazy to actually use it. Good to see it became easier :)
By the looks of it, I can really imagine this helping a lot in the near future.
I think it's now your turn to revolutionize the SMW hacking field.
Haven't tried it yet, but I will use it!!!!!
You did a great job with this.

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My Youtube channel

Currently working on:
Project C

Finished project:
This looks like it'll be very useful for those who don't know how to manually do this. Good release Vivi.
Oh my...

I love you vitor #nohomo
My god
I've always wanted something like this for so long.
Thank you.
Very, very nice addition and it's so unexpected for something like this to show up! I've always had trouble making custom sprites display their tiles by setting them manually when I added them onto the "Custom Collections of Sprites" bit and so did most hackers, and this tool will hopefully make life easier. I'll make sure I'm gonna use it from now on; good job, buddy!
:o This is... this is..... AMAZING!

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Un proyecto en el que estamos trabajando los hackers hispanos, aun quedan lugares!.

Dear lord this tool is nothing short of miraculous.

It doesn't seem to work completely perfectly, though. I gave it a test on my sprite testing ROM, and it didn't manage to generate any graphics for either my P-Switch shooter (this thing) or one of my Koopa shell shooters (which admittedly has logic to only shoot anything after the Big Boo Boss it is supposed to accompany gets hurt, which I imagine the tool might not pick up on). Additionally, the handler for said Big Boo doesn't even show up in the generated sprite list; it's a normal sprite that doesn't use any graphics.

e: on another note, does this have support for the extension bytes? (although I suppose the chances of an insertion tool that uses them ever getting finished is looking kind of slim at the moment)

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My YouTube channel
Get the official ASMT resource pack here!

This looks like it will be incredibly useful. #wario{:peace:}
idk what to put here
Originally posted by yoshicookiezeus
Dear lord this tool is nothing short of miraculous.

It doesn't seem to work completely perfectly, though. I gave it a test on my sprite testing ROM, and it didn't manage to generate any graphics for either my P-Switch shooter (this thing) or one of my Koopa shell shooters (which admittedly has logic to only shoot anything after the Big Boo Boss it is supposed to accompany gets hurt, which I imagine the tool might not pick up on). Additionally, the handler for said Big Boo doesn't even show up in the generated sprite list; it's a normal sprite that doesn't use any graphics.

e: on another note, does this have support for the extension bytes? (although I suppose the chances of an insertion tool that uses them ever getting finished is looking kind of slim at the moment)


Yeah, unfortunately it will never work with 100% of the sprites, specially shooter and generators where its behavior is rather undefined. I will take a look on the sprites and later I will see if I can make my tool correctly detect them. Also it doesn't support extra bytes since this tool is designed only for Romi's Sprite Tool.

---------------

Anyway thanks for the comments guys!

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https://www.youtube.com/watch?v=3xkRkaXPN_A
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GitHub - Twitter - YouTube - Blog - SnesLab Discord
Originally posted by Vitor Vilela
Yeah, unfortunately it will never work with 100% of the sprites

Then if possible, I have an idea for a feature to work around this: being able to specify "override" .ssc/.s16 files, to manually provide tilemap data for sprites that the tool isn't able to handle without having to readd it each time you generate new files.

(also tell me if you want me to send you the code for the sprites the tool couldn't handle)

--------------------
My YouTube channel
Get the official ASMT resource pack here!

Sweet. Now I don't need to use that pesky Insert key to insert custom sprites. Thanks.
This is an interesting tool. I don't think I will use it, since the X for custom sprites never really bothered me (I just memorize what I placed and where), but a lot of people will probably find it useful.
Certainly makes things even more user-friendly. I remember having a hard and boring time making the custom sprites in LM look pretty. Great work! #ab{^_^}
Am I the only one who has been using the custom sprite tooltips since they were first added in Lunar Magic 1.64?

In any case, though, nice idea. I don't know how you managed to pull off something like this, but it should be useful for a lot of people. Good work.
Originally posted by yoshicookiezeus
Originally posted by Vitor Vilela
Yeah, unfortunately it will never work with 100% of the sprites

Then if possible, I have an idea for a feature to work around this: being able to specify "override" .ssc/.s16 files, to manually provide tilemap data for sprites that the tool isn't able to handle without having to readd it each time you generate new files.

(also tell me if you want me to send you the code for the sprites the tool couldn't handle)


Sure, I may make the list .txt file use the same format as CSCG for that occasion.

Also sure too, send me all sprites you find it wrong, I will do the possible to make them work.

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https://www.youtube.com/watch?v=3xkRkaXPN_A
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GitHub - Twitter - YouTube - Blog - SnesLab Discord
Thank god I didn't painstakingly try to master sprite map16 because then my efforts would've been for nothing! This looks really awesome! I will most definitely use it!

EDIT - Ninja'd by OFF
Pages: « 1 2 3 »
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2014 - SpriteTip - The Custom Sprite Collections Extractor!

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