Banner
Views: 853,825,966
Time:
25 users online: AbeLinkn, autisticsceptile1993, Cartesius, cherrybombr, chickaDEE Magazine, codfish1002, Dan Drigues, Denicentek, DPBOX,  E-man38, GbreezeSunset, kaigem, KiloMinimo,  Koopster, l337f00l, MagmaMouse,  MarioFanGamer, MellowYouth, mmBeefStew, nickofzo, Razberry, syd27, tonytoners, XGAMER 2009, Zeus1614 - Guests: 131 - Bots: 63 Users: 47,113 (2,478 active)
Latest: ConstantLime830
Tip: $5.27Not logged in.
PIXI v1.2: Some Sprite Insertion Tool of Sorts
Forum Index - SMW Hacking - Resource & Tool Releases - PIXI v1.2: Some Sprite Insertion Tool of Sorts
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 »
There's an problem with Aiming Shared Routine: It doesn't works correctly at specific points, and it's unlikely my sprite problem: If I Copy-paste routine in my sprite it works fine.

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


Originally posted by RussianMan
There's an problem with Aiming Shared Routine: It doesn't works correctly at specific points, and it's unlikely my sprite problem: If I Copy-paste routine in my sprite it works fine.


Perhaps this specification is related.
(Sorry if it isn't)
---
Post footer:
Also known as signature. This will be appended to your posts. HTML is allowed.
Is it just me, or is PIXI just hanging after stating how many routines were shared? It's been doing that no matter how many times I try to insert, not even working right on a clean ROM either. I was told it was asar.dll????? I have no clue, can someone find why this happens?
Hi, I'm a signature!
Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
So, due to the asar bugs coming with pixis per-level sprites I decided to make a version without them

It should be compatible with the per level Sprite version so if it ever gets fixed it should be safe to update

edit: Oh btw, this only comes with the edited files (The exe and main.asm, so only replace those in the usual pixi download)
Okay, I have three questions:

1. What exactly is the Asar bug being discussed here? I'e used Asar on my ROM, will that affect anything?

2. Is the sprite remoderation done yet? I assume it probably is...

3. What sprites could benefit from those extra bytes? I think barrel cannons could make good use of them if they were properly recoded...

--------------------
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
1. No, it's related to a softlock due to using freedata align. It won't corrupt anything.
2. No, but it's more than 65% done (I haven't checked, probably it's like at 75%).
3. Pretty much anything that is properly coded could benefit from these. You can view them as some bytes used for misc settings, like here.



I might awell repost what i said on the discord the other day:
Code
[21:53] Luks: wtf PIXI crashes after I insert a certain amount of sprites
[21:56] Luks: I insert a new standard custom sprite and it breaks the clustersprites
[21:56] Luks: but not even all of them
[21:56] Luks: i remove a few and it works again


It does that in the official release and the one Biob posted.

Some sort of crashlog feature would be nice, dunno if that's hard to implement.







Originally posted by Luks
I might awell repost what i said on the discord the other day:
Code
[21:53] Luks: wtf PIXI crashes after I insert a certain amount of sprites
[21:56] Luks: I insert a new standard custom sprite and it breaks the clustersprites
[21:56] Luks: but not even all of them
[21:56] Luks: i remove a few and it works again


It does that in the official release and the one Biob posted.

Some sort of crashlog feature would be nice, dunno if that's hard to implement.

How many sprites you inserted?
Did you used SA-1?



Originally posted by Roberto zampari

How many sprites you inserted?
Did you used SA-1?

using sa-1, 138 standard sprites and 3 clustersprites.







Possibly sprites overflowing and overriding the cluster sprites when inserting or smth?

I have no idea how PIXI works on the inside but if its affecting the clussy bois
Seconding crashlog tho, it's p essential~

--------------------
linkies | asm stuff :)

im gay and a lion. I AM VERY POOR PROGRAMMER !!! pixel art no hoper. transcriptions on a hot tin ear.

スヤスヤ・・・ (Art by 1UPdudes)
I am having a problem applying sprites to my ROM using Pixi, and I can't seem to pinpoint where the issue is. I have no issues using the tool on a fresh ROM (only LM's ASM hacks applied, nothing else) so I know I am using the tool correctly.

I am trying to apply 2 separate sprites that were included with Pixi, but once I run Pixi, it seems to hang right after the command prompt prints "18 Shared routines registered in "routines/", and refuses to notify me that "All sprites applied successfully".

The debug output in command prompt is as follows:

Code
C:\Users\___\Desktop\pixi v1.1>pixi -d -k smw.smc
line: 1
num: 1, ex: 0, char: F

sprites/piranha_sideways.cfg:, 5 lines parsed:
Sprite: 01
Type: 01, ActLike: 36
Tweaker: 81, 14, 08, 00, 10, 20,
Extra: 00, 00,
ASM File: sprites/piranha_sideways.asm

--------------------------------------
line: 1
num: 1, ex: 0, char: F

sprites/thwomps/thwomp_right.cfg:, 5 lines parsed:
Sprite: 02
Type: 01, ActLike: 36
Tweaker: 01, 06, 33, 01, 01, 24,
Extra: 00, 00,
ASM File: sprites/thwomps/thwomp_right.asm

--------------------------------------
18 Shared routines registered in "routines/"
sprites/piranha_sideways.asm
Prints:
            Routine: SubOffScreen inserted at $92BCD0
            Routine: SubHorzPos inserted at $90F153
            Routine: GetDrawInfo inserted at $92B99F
        INIT: $92B872
        MAIN: $92B884
__________________________________
sprites/thwomps/thwomp_right.asm
        INIT: $92D9B1
        MAIN: $92D9BC
__________________________________


Again, no confirmation of success.

I am not running an SA-1 rom, but I have modified it with GPS, UberASM Tool, various ASAR patches (below), and of course plenty of LM edits.

Could any of these modifications below be causing interference?

Quote
UberASM:
13 entries of HDMA BG/FG effects using Effects Tool code.
NSMB Pipe Cannon ASM
GM14.asm (provided in the d/l for GHB + FuSoYas Scrolling Pipes)

GPS:
Around 90 different blocks (mostly pipe blocks)

ASAR Patches:
Ground Pound (mario butt stomp)
Bob-omb Fix
Darken Pause
Enemy Face You
Extended NSTL
HDMA Fix (for screen scrolling pipes)
Line Guide Act-Like Fix
No Course Clear Fade Out
NSTL Patch
All blue P-switches
Start+Select on OW Save Prompt
Slide Kill Chain Fix
Spike Swim Fix
Sprite Ceiling Fix
Sprite Invincibility Fix
Thwomp Sprite Fix
Time Up Fix


I can provide an .IPS patch of the ROM, or more information as needed if anyone knows what the issue could be.

Thank you!
Use the version linked in this post and yell at jack so he finally fixes the bugs
Thank you for trying to help, but using those file versions crashes any level that contains enemies, custom or vanilla. The game will boot fine, and even play the intro fine, but once I enter any level the game will crash.
Can't think of anything that would cause this other than incompatibility with something else. Still curious, mind giving me a patch of the rom where it happens?
That can happen when you change an already inserted sprite into one that uses the extension bytes without re-inserting them, because then the sprite data in the game and the actual sprite data the game expects (as these sprites take up more bytes) don't align.

But if it happens in levels with just vanilla sprites, that probably is not the case.

--------------------
Your layout has been removed.
This did happen to me once. I had to restore my ROM to a previous state and then insert the sprites again.

--------------------
You can download my VLDC12 entry Here - final update
@extended bytes
Yeah, I assumed it wasn't because of that extra byte thing since he said it happens on rooms with any enemy. Also, LM throws errors when you do that so he probably would've noticed that way but who knows

Originally posted by Rykon-V73
This did happen to me once

Were you using my version or the original PIXI?
I used PIXI 1.1, original version.

--------------------
You can download my VLDC12 entry Here - final update
So I was incorrect about it loading any level without enemies; it seems the ROM will either crash completely, or hang and do nothing but otherwise load. Then, either frozen or garbled graphics seem to happen followed by a full crash.

Also, when opening the ROM after Pixi has been applied, I have no problems or errors loading up Lunar Magic.

Anyways, here is a .IPS patch of the original game without Pixi applied, but with all my other ASM additions:
https://ufile.io/qw2zd

And here is a .IPS of the same ROM, but with Pixi applied (the modified version):
https://ufile.io/wq8o4
Originally posted by Keiko_
Anyways, here is a .BPS patch of the original game without Pixi applied, but with all my other ASM additions:
https://ufile.io/nw9ez

And here is a .BPS of the same ROM, but with Pixi applied (the modified version):
https://ufile.io/lznax


I intended to debug this patch, but couldn't apply patch to smwOrig.smc
please create ips patch instead bps, or create bps patch based in smwOrig.smc.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 »
Forum Index - SMW Hacking - Resource & Tool Releases - PIXI v1.2: Some Sprite Insertion Tool of Sorts

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy