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Snes Office: Set of Tools for Snes Developing
Forum Index - SMW Hacking - Resource & Tool Releases - Snes Office: Set of Tools for Snes Developing
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While I was working on Dyzen, I thought of reusing the tool's resources to develop some extra tools, so I came up with Snes Office.

What is Snes Office?

A set of tools that are useful for people who work with the SNES. Some of them are only for SMW.

What will it include?

- Dyzen: Sprite Maker: a tool that makes sprite creation easier. It uses Dynamic Z for dynamic sprites.

- Super Scriptnes: a code editor for SNES.

- HDManiac: a tool for HDMA effects, including dynamic HDMA.

- Dyzen: Dynamic Changer: a tool to perform dynamic changes for ExGFX, palettes and tilemaps. It uses Dynamic Z's system.

- Striper: a tool for tilemaps.



I've already seen both tools available here, and I have to say: there are quite the fine tools you have. I've already seen what Dyzen and Super Scriptnes can do and I must say: they're fine tools.

Let's see Scripnes, for example, as it's my favorite tool that you're programming: gotta love a SNES IDE, really. The tooltips are a wonderful idea, especially if you're thinking about huge projects and such. It would be a nice idea to include tooltips about SNES registers, as they're very uncommon in the majority of people's life with ASM.

I've gotten a look in Dyzen, too. While not as used as some other tools, like STEAR, I have to say: Dyzen has potential to be the best sprite-related tool to date. Combine it with its ability to create multiple hitboxes, Dynamic-Z based sprites and such... it makes a good multi-purpose tool, that is.

About the other ideas you have... the HDManiac is sure a good tool to have, especially if you consider the limitations Effect Tool has. Dyzen Dynamic Changer would be a must, since your Dynamic Z has all the features you did, and the Striper... yes, someone must bury Terra and Racing Stripe together.

Overall, there're interesting ideas and tools you have, anoni. I'm looking forward to test all of them, mainly the Super Scriptnes and the Dyzen variations.

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


<VilelaBot> Manuz will become president of Brazil. Because a stone in [008006] - NAME dw he said ; set y = X or Y; e = Select, t = y = sin 2x or 2 Abs(a.pos[1] - b.pos[1]) (byte << (((position [0001fc] *** Continue/End instead of Normal A:0001 X:0000 Y:0000 S:01fb ;/ (Note: A:0040 x:0000 Y:0000 [008008] A:ffff x:0000 y:0000 this thing when its charging, when my phone is showing those bear guys as Yellow for the 3DO. It seemed like the.


Thanks :) probably on a couple of weeks I will show something.

Just the other day I had an idea for a level that would change dynamically (via block/UberASM, or something of the like) between 3 different tilesets, and it seems 'Dyzen: Dynamic Changer' could do exactly that. The idea that came to mind would be transitioning between a fiery, wet and frozen landscape by swapping Map16 pages (where the ExGFX would align) as well as shifting palettes dynamically. Would I be correct in guessing that not only would the ExGFX change, but tile Acts Like settings would adjust according to Map16 page also?

Your other tools, such as the dynamic HDMA, would also be pretty fun to work with. I'm looking forward to what you can accomplish anonimzwx.
Originally posted by hash
Would I be correct in guessing that not only would the ExGFX change, but tile Acts Like settings would adjust according to Map16 page also?


Thanks :)

With Exgfx dynamic change you change only graphics, with Tilemap dynamic Change you can change the complete background, do layer 3 menus, do dilogues or massive change of blocks on the foreground.

Some advance about HDManiac:

Image of the Interface

Explanation:


You have 2 ways to do hdma:

-From Image: You can load an image or draw an image of the hdma on the tool to do the hdma effect.

-Direct: You can create or change lines 1 by 1. Will appear a window like this:

Image of Line Options

Q: I am too lazy to draw the hdma, Tool can do an smooth transition between 2 lines of hdma??

A: Yes, it will have an option to do smooth transition between 2 lines, it will be on From Image.

Q: Tool only will do static HDMA??

A: No, Here there is an image that show the kinds of HDMAs that do:

HDMA Options

Static: An HDMA that never change.

Positional: Depends on a cursor position, for example a windowing effect with circle form that follows mario.

Transition: Do a dynamic hdma effect with a smooth transition between 2 HDMAs.

Animation: Do a dynamic hdma effect that have a lot of frames.

Q: What kinds of HDMAs can i do?

A: Watch this list:

List

Q: What are the numbers on the last image?

A: Register that is affected and DMA Transfer Mode.



Looks good, anonimzxw; I'm particularly interested in how many HDMA options you provided for the user to choose from. I'd like to see more of your tools in action.

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


<VilelaBot> Manuz will become president of Brazil. Because a stone in [008006] - NAME dw he said ; set y = X or Y; e = Select, t = y = sin 2x or 2 Abs(a.pos[1] - b.pos[1]) (byte << (((position [0001fc] *** Continue/End instead of Normal A:0001 X:0000 Y:0000 S:01fb ;/ (Note: A:0040 x:0000 Y:0000 [008008] A:ffff x:0000 y:0000 this thing when its charging, when my phone is showing those bear guys as Yellow for the 3DO. It seemed like the.


Does it support scrollable gradients?
Originally posted by imamelia
Does it support scrollable gradients?


What do you mean with scrolleable gradient?

A gradient which scrolls with the background instead to stay static (see Yoshi's Island's HDMA gradients to see what I mean).

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You can also call to me as MFG or Manuel but not Mario.
Yeah, will allow that too, also the tool is a WIP, any suggestion of effects that i can add is welcome.

You don't know how excited I am for this. I'd like more details about Striper, though, because it seems like it'd be exactly what I need right now (making Layer 3 tilemaps sucks)
Originally posted by Darkbloom
You don't know how excited I am for this. I'd like more details about Striper, though, because it seems like it'd be exactly what I need right now (making Layer 3 tilemaps sucks)


Striper will be a tool to do tilemaps, that includes 2bpp (usually used for layer3), 4 bpp (usually used for layer 1 and layer 2) and 8 bpp tilemaps (used by mode 7). The tool will export a .bin with the tilemap and a patch to insert it on the rom in some level.

Now probably striper wont be on the next C3 because is the last priority of the list, the tools that will be available on C3 will be:

-Super Scriptnes:

-Features:
--Command, Label, Macros, Defines, Asar Commands highlight.
--Error Highlight.
--Auto identation.
--Auto Complete.
--Premade defines (basically all important RAM Address on the ram map and snes registers).
--Hotkeys.

-HDMAniac:

-Features listened on my last post https://smwc.me/1479881.


-Dyzen: Dynamic Changer:

-Features:

--Create animations of exgfx, palettes.
--Create conditions to excecute the animation.
--Export code in format block, lvl asm or generator.

-Dyzen: Sprite Maker:

-Features:

--Create frames and animations for sprites.
--Create custom hitboxes and points of contacts with the floor. (Optative, if you want, you can use the default interaction system).
--Include Super Scriptnes to code the sprite on the tool.
--Menu with premade routines and little codes to do it easier for novices.
--Include a version of HDMAniac to do HDMA effects adapted to sprites, useful for bosses.
--Include a version of Dyzen: Graphic Change adapted to sprites to do graphics and palettes changes, usefull for bosses (for example bosses like Allen O'neil turned more red with each hit).
--Dynamic Sprite support (still not sure if i will have enough time to finish this feature before C3).
--Extended and Clusters sprites support (still not sure if i will have enough time to finish this feature before C3).

Obviusly on the future after C3 i will plan more features for each tool.



Glad to see that you plan to add some interesting features to your projects. May I ask if you're still adding the multiple hitbox thing to Dyzen? And more, will there be a way to dynamically change their position depending on sprite state (like those rotating platforms found in SMB3)?

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


<VilelaBot> Manuz will become president of Brazil. Because a stone in [008006] - NAME dw he said ; set y = X or Y; e = Select, t = y = sin 2x or 2 Abs(a.pos[1] - b.pos[1]) (byte << (((position [0001fc] *** Continue/End instead of Normal A:0001 X:0000 Y:0000 S:01fb ;/ (Note: A:0040 x:0000 Y:0000 [008008] A:ffff x:0000 y:0000 this thing when its charging, when my phone is showing those bear guys as Yellow for the 3DO. It seemed like the.


Originally posted by Fierce Deity Manuz OW Hacker
Glad to see that you plan to add some interesting features to your projects. May I ask if you're still adding the multiple hitbox thing to Dyzen? And more, will there be a way to dynamically change their position depending on sprite state (like those rotating platforms found in SMB3)?


Each frame can have its own set of hit boxes and interaction points with objects, also each hit box can trigger its own routine, for example you can have a hit box to hurt mario and other hitbox to recieve damage from fireballs, interaction points also can trigger its own routine and they can trigger the block that they are touching.

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