For now, changing $02FFE2 to $02D51E in custom boucne sprites does the work just fine.
PIXI v1.2: Some Sprite Insertion Tool of Sorts
Just for reference, I did submit the hijack when the tool was released :3
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Speaking of the custom bounce block patch: It's just the fix for the bounce block-coin glitch (the glitch where if a coin becomes a solid tile if you activate a question mark block right below it). In fact, the fix is also noted in the ROM Map at address $029347 and I've changed it to the address LX5 has taken.
Originally posted by Fostelif
How come SpriteTip doesn't work with this?
Kinda in hibernation for a while. I hope to be back in full swing soon.
I think this was already answered, but whatever.
The fact that sprites in slots B0-BF can be unique per LM level makes this rather impossible, at least for visualizing these sprites, since Lunar Magic can't handle the visualization of each sprite per level.
Also, I'm unsure how SpriteTIP handles the ROM to get the sprite image right, but if it relies on something that the old sprite tool did and something that PIXI does different (like searching for sprite tool's tables), then you may have a problem with all of your inserted sprites.
The fact that sprites in slots B0-BF can be unique per LM level makes this rather impossible, at least for visualizing these sprites, since Lunar Magic can't handle the visualization of each sprite per level.
Also, I'm unsure how SpriteTIP handles the ROM to get the sprite image right, but if it relies on something that the old sprite tool did and something that PIXI does different (like searching for sprite tool's tables), then you may have a problem with all of your inserted sprites.
Does that mean I'll either have to deal with my sprites not being visible in LM or have to make the LM sprite views myself until someone makes a new version/substitute for SpriteTIP?
Kinda in hibernation for a while. I hope to be back in full swing soon.
Kinda in hibernation for a while. I hope to be back in full swing soon.
Deal with sprites not being visible in LM.
Is it okay if I use Spritetool for my first few hacks?
Kinda in hibernation for a while. I hope to be back in full swing soon.
Kinda in hibernation for a while. I hope to be back in full swing soon.
Yeah, this isn't the current standart tool to insert sprites and all of our hosted sprites works fine with Sprite tool.
You know, you can always generate the necessary .ssc, mwt and mw2 files yourself. I do too. The problem with lunar magic is only that it has no way of displaying the per-level sprites aka sprite B0 to BF, all others are fair game.
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What Jack just mentioned is too much work for me. I'm sticking with the old Spritetool like LX5 suggested for now.
Kinda in hibernation for a while. I hope to be back in full swing soon.
Kinda in hibernation for a while. I hope to be back in full swing soon.
I honestly think that trading the per level sprite feature for spriteTip compatibility would be an excellent trade.
Trading in-game functionality to make level creation slightly faster is a really bad idea. Put in a little bit of effort yourself.
Your layout has been removed.
Your layout has been removed.
Originally posted by leod
Trading in-game functionality to make level creation slightly faster is a really bad idea. Put in a little bit of effort yourself.
Honestly, does anyone really run out of custom sprite slots with 192 available. I seriously doubt it.
Originally posted by Mariofan64
Honestly, does anyone really run out of custom sprite slots with 192 available. I seriously doubt it.
Originally posted by leod
Trading in-game functionality to make level creation slightly faster is a really bad idea. Put in a little bit of effort yourself.
Honestly, does anyone really run out of custom sprite slots with 192 available. I seriously doubt it.
*laughs*
But yeah, making your own .ssc/.mwt/.mw2 files isn't that difficult. In fact, I don't even bother with having Lunar Magic generate them; I just type all the necessary information in the text files and hex editor. And you can always make a list of what each sprite is in each level.
(Now, what Lunar Magic really needs is support for displaying custom objects....)
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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I'll say it again, the lunar magic display only effects the per level sprites B0 to BF.
Sacrificing them just for the sake of having 16 more sprites be correctly displayed within the editor seems like a bad deal to me.
Honestly, the main reason for the concept was to make collab hacks easier as to not having to shuffle around their sprites all the time.
Also, to easy your worries, I am planning on supporting the generation of ssc,mwt,mw2 files. Either from PIXI itself or in collaboration with SpriteTip for sprites 00-AF/C0-FF. I'm honestly not too sure how to handle it just yet.
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Sacrificing them just for the sake of having 16 more sprites be correctly displayed within the editor seems like a bad deal to me.
Originally posted by Mariofan64
Honestly, does anyone really run out of custom sprite slots with 192 available. I seriously doubt it.
Honestly, the main reason for the concept was to make collab hacks easier as to not having to shuffle around their sprites all the time.
Also, to easy your worries, I am planning on supporting the generation of ssc,mwt,mw2 files. Either from PIXI itself or in collaboration with SpriteTip for sprites 00-AF/C0-FF. I'm honestly not too sure how to handle it just yet.
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Made the jump from Romi's Sprite Tool to this one and, I must say, it's a great change.
I'm curious about what progress is like right now, how close are we to having this recognized as the standard and sprite remoderation to be underway? A few months?
Keep up the great work!
I'm curious about what progress is like right now, how close are we to having this recognized as the standard and sprite remoderation to be underway? A few months?
Keep up the great work!

So, the update I've been working on is nearly finished. It will add support for cluster and extended sprites as well as 4 extra property bytes (that is to say, 4 bytes to define custom behavior per sprite in the level, not per sprite globaly).
I'm currently working on updating/fixing the CFG editor and honestly came to somewhat of a realization again...
Why the hell are we using a text based file for this? It's pretty much just a file containing some bytes printed as hex digits and a string. All of which would be so much easier to parse in a binary file.
Given backwards compatibility, I can't remove the old cfg files, but at least I can switch to a new/better standard for the future. I thought about just naming them .cfgb files (configuration binary) or perhaps cfb or cgb if people prefer 3 letter extensions.
The only downside I can see is that people may have a bit of a more difficult time editing them by hand with a text editor, but if I give it a new extension, there should be no problem with just setting the cfg-editor (guess I gotta rename that too?) as the default program?
As for the format, I was thinking something like this:
The way I see it, this would be easy to parse in C++ as you can just set the pointers given the offsets.
It's also easily extendable by adding more offset fields.
Though before I make any rash decisions I wanted to know what people think of this approach.
Also, I would include an automatic convertion feature so that you can just take a slap of cfg files and have them all converted at once.
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I'm currently working on updating/fixing the CFG editor and honestly came to somewhat of a realization again...
Why the hell are we using a text based file for this? It's pretty much just a file containing some bytes printed as hex digits and a string. All of which would be so much easier to parse in a binary file.
Given backwards compatibility, I can't remove the old cfg files, but at least I can switch to a new/better standard for the future. I thought about just naming them .cfgb files (configuration binary) or perhaps cfb or cgb if people prefer 3 letter extensions.
The only downside I can see is that people may have a bit of a more difficult time editing them by hand with a text editor, but if I give it a new extension, there should be no problem with just setting the cfg-editor (guess I gotta rename that too?) as the default program?
As for the format, I was thinking something like this:
Code
4 byte - 'CFGB' (magic number) 1 byte - version 2 byte - offset to cfg data in file 2 byte - offset to asm pointer string 2 byte - any other offsets* -------------------------- cfg data: just a byte array containing the 6 tweaker bytes, and the 4 type, actlike, extra prop 1 and 2 bytes. Perhaps 2 more bytes for extra byte count asm pointer: simple null terminated string
The way I see it, this would be easy to parse in C++ as you can just set the pointers given the offsets.
It's also easily extendable by adding more offset fields.
Though before I make any rash decisions I wanted to know what people think of this approach.
Also, I would include an automatic convertion feature so that you can just take a slap of cfg files and have them all converted at once.
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If you are including support for more sprite types, why not include almost ALL of the sprite types,
Of course "almost" means this excludes "Overworld Sprites" (for now), also the final result requires more external patches to be applied.
A.K.A. SmilyMZX,
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Of course "almost" means this excludes "Overworld Sprites" (for now), also the final result requires more external patches to be applied.
A.K.A. SmilyMZX,
Also on NESDEV, and on various other forums, Find me on other places if I'm there.
Look for me also on YT...
Beware of false lookalikes!
Does this also mean the inclusion of score sprites?



