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The Ultimate Tool Request - What's left for SMW Hacking?! + Mode 7 Tilemap Editor
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2019 - The Ultimate Tool Request - What's left for SMW Hacking?! + Mode 7 Tilemap Editor
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I deleted my old post, it made no sense. I think we need a tool that makes dealing with with custom characters easier. Sort of like the 32x32 patch does. Except this one would be a 16x32. It also would put the graphics in the right place. It would use the original 00 and 32 gfx.
That way one could submit 32 gfx to smwc easier, also be worry free of patch conflicts 32x32 has with others. For instance Sprite status bars often use the same area for rewriting tiles. They can moved easy enough, but you lose more precious space in gfx 00
Well, a tool for making custom sprites would be useful for the community. Like Kipernal's Blockreator, it would allow users who have little or no experience with ASM to make their own sprites through an easy-to-use interface. This would be especially useful for those wanting to make their own unique bossfights, since many hack developers don't have much experience with coding- meaning the boss options for them limited to either the in-game bosses or the bosses in this website's sprites section- which are mostly overused.
Interesting thread idea.

How about making a new, open-source Lunar Magic? :P

For real, though: one tool that could be kinda useful and reasonably doable would be a GUI editor for VWF messages (or similar text systems). Basically, the tool should be able to parse the code files containing the relevant information, edit the messages and settings with a graphical preview and finally save everything back to the ASM files (or whatever format the respective text system uses).

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
A mode 7 boss battle editor might be useful to some. Having the ability to edit tilemaps, gfx, palettes, adding sprites, etc.


And to expand on what a few others have stated, extensions to LM's overworld editor in terms of:
-map size (-maybe additional submaps)
-custom sprites
-non-silent layer 1 event reveals
-music changes when certain x,y coordinates are reached (or certain events passed)
-'unlocked' vanilla sprites (so they can all be placed individually anywhere, on any map)
-better handling of submap reloads to prevent ugly palettes/gfx
One thing that comes to mind is some sort of GUI/command-line tool for adding and changing Mario's power-ups. Mapping buttons to different actions for each power-up, some form of graphics management for each power-up, perhaps some form of interaction control per power-up, stuff like that.
inverse SA-1 converter for sprites/patches/blocks or whatever.

basically, SA-1 exclusive stuffs into non SA-1 compatible counterpart.

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Receiving?
I have a tool request, but it's really more of a request for your tool. Is there any way you could add code export for the easy mode 7 patch?

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Current Projects:
Super Kekcroc World 2
I only really want 2 things

SNES Composer

A MIDI tool that allows you to make midis using .brr files so you can instantly transfer it to a .txt and/or a .spc file. It would have extra options for things like instrument swapping, echos, and such.

Mario Manager

A tool that easily lets you edit and create player animations by adding or removing frames, selecting the graphics used, the size of the animation, and such. It could also allow you to test the animations in a simulated SMW rom.

I feel that these could make a huge difference here.
A tool for creating your own objects and how they are sized in LM would be cool.

I'd also ask for a tool that makes it easier to chenge the layer 3 properties and add new interactions such as rising platforms or being able to control which direction layer 3 water flows.

Also, regarding the new level format in LM 3.0, is there a way to make it so the camera doesn't scroll into certain screens, e.g. there are sprites in YI to prevent scrolling into specific screens allowing bottomless pits.

Lastly, thank you for everything you do. SMW is nothing like how it was when I started 12ish years ago.

(Joke idea: a tool that makes it easier to port your hack from one rom to another, as all these newer changes being made require people to make critical decisions)

Edit:
Originally posted by IronFoxGaming
Mario Manager

A tool that easily lets you edit and create player animations by adding or removing frames, selecting the graphics used, the size of the animation, and such. It could also allow you to test the animations in a simulated SMW rom.

Literally the last thing that has been explored and documented for free use is player animations. I back this idea.

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I wonder what a HFD opcode would do in ASM...
Originally posted by TLMB
A tool for creating your own objects and how they are sized in LM would be cool.



I had suggested this earlier in FuSoYa's official thread and from what I understand it would be *pretty* difficult to set up but would definitely be worth it, considering how wasteful map16 can be.

I'm seconding direct usage of mode 0 and mode 2. I don't know how useful the other modes would be, but those would be a blast to play around with, at least.

ALSO finally if there isn't a hard limitation on why you have to port overworlds the way you have to port them, it would be great if you could export them as their own file.
maybe im a bit slowpoke but is posible make a yy-chr/graphics editor can also make/modify the map 16?

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ESPACIO EN RENTA
I was going to mention a graphics editor (with more features and fewer bugs than YY-CHR), but I wasn't sure how feasible it would be.

Also, in respect to custom objects, I should also mention that the next update to the patch that I'm working on (well, really just waiting to figure out what besides item memory needs to get fixed for LM3 at this point) includes several template subroutines that one can use to create objects just by setting up some table data and an input value, which might help with the scripting for any objects that use those routines.
I remember your mode 7 tilemap editor from somewhere, I don't know, maybe from a video of yours, and was really hyped for its release, because I always wanted to dip into mode 7 stuff.
Now I just have to learn how to make collision sprites (which doesn't seem to be that difficult) and I create a few boses or other shenanigans using your tool.
Thank you for releasing it!

When it comes to new tools I'm totally happy with the current set of tools we have. Of course there might be some qol improvements possible. Overworld sprites would be really nice, considering there is no real good way to create some for sa-1 besides using lui vldc9 patch and I don't even know if that works with the changes to lunar magic.
So if you got any time left and use erics code as a base it would be really nice to get a cool tool for overworld sprite insertion.

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My Youtube channel

Currently working on:
Project C

Finished project:
Originally posted by Darkbloom
ALSO finally if there isn't a hard limitation on why you have to port overworlds the way you have to port them, it would be great if you could export them as their own file.


Hopping on this train, this should also handle global exanimations and shared palette files, and be able to expand ROMs. LM 3.0 introduced several command line arguments that make porting to a new ROM easy using batch files, but as far as I know these things can't be handled automatically, so a command line option for exporting and importing these things is needed.
Originally posted by StrikeForcer
I like quite a bit of the ideas you have there Vitor, especially with one that directly allows for music tracking, as I would like to see one be made specifically for addmusicK insertion (or other addmusic ver. but AMK is the standard here).


As for any new suggestions, id like to see a personal redesign of the ExAnimation tool seen in LM because as it is... I find it pretty cumbersome to use since it lacks as graphical user interface nor the ability to preview animations. Having to memorize the hexademical location of the tilemaps being used and to unlock internal ROM viewing in to do that is tedious and should be the underlying process behind a GUI.


Yeah you have a point there. It's not very fun to design ExAnimation like that. I remember using some scripts to generate palette animations and inserting them as ExGFX directly and using the mass palette animation option.

I have been thinking on doing my own ExAnimation tool not just for LM animations but also for the SA-1 Pack v1.30 ExAnimation system that allows for gigantic animations. Might go and make a tool that does both in one try.

Tool name: Animator

Originally posted by Ondore's Lies
I really love SMW Customizer, I would love to see a newer take on that idea that has even more features. There are probably dozens of patches which could be integrated into this tool. A few which come to mind are:

Mario Physics Modifier
No Title Screen Movement
Fix Mushroom Priority
Remove Score
Save on Overworld Movement

It would be a great conversation to have, to figure out all the patches which could be replaced by this tool, it would make a new Customizer a truly indispensable resource.


We could see if uyuyuy99 has interest in migrating these ideas. Tattletale recently did a great job adding extra bits to the vanilla sprites and adding more configurable options. Could merge everything and make a super SMW customizer that involves everything. Including features from SMW Randomizer.

Tool name: SMW Customax #smw{o_O?}

Originally posted by Yuzu
I would request an alternative of IT2AMK.
I still I don't know about programming.

The tool. I write music it was made with OpenMPT and Famitracker and there is no music tracking on SNES.
I wish that IT2AMk can implement it.
Now Jimmy still not continue this development and still got a few issues.

- Unoptimized port.
- Add ZXX for Custom Macros
- Inaccurate or missing options with SNESBRR
- Hard work

I will make an executable that translates from MPTM File to AddMusicK MML Format or AMK SFX Format.

This stuff could add
- BRRPlayer with SNESBRR Converter GUI (C700 Style)
- AddMusicK TXT ARAM Debugger
- AddMusicK Player (Based AMPlayer)
- MPT2AMK possiblefor this.

Sorry for a lot of lists.

My machine is WinXP SP3 and my English broken.


Music tracker is a thing that I always had interest to do one eventually. Our music insertion tools got advanced enough but they're not friendly enough for producing music (porters) nor for using them (SMW hackers).

Tool name: SPC Studio

Includes:
- AddmusicX
- Tracker/Piano roll
- SMW Music Controller
- BRR Player 2

AddmusicK needs a replacement.

Originally posted by buggy789
A much better SPC to MML would be awesome for porters.

That, and expanding the OW. Bigger submaps would definitely be awesome.


SPCtoMML update. Will likely come soon.

As for bigger maps, maybe a LM update would be interesting. There were some OW expansion patches but they were rejected because of the complicate logistics required.

Originally posted by imamelia
We could use a better graphics ripper (for game tilemaps; I know SNESGFX already does spritesheets), since edit1754 never finished his.


Ah, the old BG ripper. What features you think it's still need to be added? It's pretty complete for me.

Remember that Alcaro still hosts it here: https://floating.muncher.se/bgrip/bgripper.php.

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Having an editor for that SMB1 level intro patch I made would be nice, though that's probably too specific to be worth the trouble.


I tried looking for it but I couldn't find. Could you link me to it?

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Actually, a better generalized tilemap editor would be good; Racing Stripe is honestly pretty lacking (no ability to even select multiple tiles at once? come on...).


That's true... Though the version I have here does have selecting multiple tiles at once (I have version 1.31)



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There aren't any HDMA editors that let you see the effect in-game, either, are there?


anonimzwx got plans for doing a HDMA tool on his SNES office project... You could eventually talk with him on the dedicated VileLAB channels for the project. We will see what the project can come into.

I have thought of doing HDMA RemiXer on the past that pretty much inserts a bsnes dll and allows you doing any kind of PPU HDMA simulation, similar to how Mode 7 projection works. Might suggest that to him as well.

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Having an actual music editor, like FamiTracker or something, would be useful as well, but that would probably take too much work.


But probably worth it. SPC Studio is the idea. See Yuzu's post comment.

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For Lunar Magic stuff, I still want better support for custom objects, or at least displaying them.


Need to eventually talk with FuSoYa about that. Probably a way for at least being able to render custom objects similar to custom sprites might be viable.

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And level modes 03-06 should be fixed to work properly.


Are these the ones that has vertical layer 1 and horizontal layer 2 or vice-versa? Probably it involves at least tweaking smkdan's patch for offering support with them. Probably my ExLevel patch makes it easier to offer actual support. Might be fun for allowing two layers with custom level sizes....

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Being able to edit levels with background modes other than 1 in Lunar Magic would also be interesting (I'd think Mode 0 and 2 would definitely be doable, 3 and 4 most likely, and 5 and 6 probably), and it would be one decent use for level modes 12-1D, which are currently just invalid and unusable. It might require the VRAM registers to be mirrored rather than hardcoded, but that's probably a good thing; I wish that Lunar Magic let you move things around in VRAM from level to level, since not all levels need the same amount of space for each BG layer's tilemap and character data, not to mention using 16x16 tiles for some layers instead of 8x8 on occasion. Some of those features could potentially make use of the unused bits of $0D9B, too.


Yeah, I'm been wondering about that too. Who knows it might be viable in the future? smkdan's patch + my ExLevel patch together actually opened a lot of room for customizing the SMW level system. It only requires some reasonable coding ideas for how to keep it simple to maintain and compatibility.

I have dreamed today that it was possible to use mode 0-7 on Lunar Magic. Even the dialogues and everything; it's fresh on my mind. Might try dong something from it.

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Also, wasn't there a patch in the works that greatly expanded the overworld size, allowing for each submap to be the size of the vanilla main map at maximum? I don't know what happened to that, but it would be nice to have in Lunar Magic as well. The overworld editor definitely hasn't changed as much as the level editor has, and I feel like there must be more that could be done with it.


I heard at least two people tried doing expanded OW system. One of them was MarioE.

Definitely there is some room for expanding the current OW limits.

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I aslso wish that my spriteset system could get Lunar Magic support, at least for display purposes, but I doubt that would happen.


Hm?? Custom sprite system?

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And, you know, isn't item memory still semi-broken in Lunar Magic 3.00? That should get fixed.


Item memory works fine in LM 3.00. The only thing is they same the same region for even/odd subscreens. I plan to eventually make every subscreen have its own bit region, though.

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So should GIEPY.


Originally Telinc1 was in the charge of adding GIEPY support to LM 3.00 (we combined that two weeks ago), but the site coding priorities ended up not giving him much time to take care of the sprite tool.

I may end up fixing it myself in case it keeps in the same situation for the next days.

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Also, one weird thing that would be neat...somebody a while back brought up the idea of putting some level data in SRAM so that it could be swapped out to create, basically, DLC levels. I don't know how you'd implement that in Lunar Magic (especially without requiring a hex editor to modify the .srm file), but it would be interesting.


Probably a mwl -> srm editor sounds more doable and then manually setting up the layer 1/layer 2 pointers and then calling the level loader, similar to the chocolate island levels.

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So...if I'm making one request, I'd have to go with the tilemap editor, honestly. It seems like the most widely applicable tool or feature of any of them (especially since it could be used even outside of SMW).


How is my Mode 7 tilemap editor? I could make a general purpose editor based out of it with not much work.

Tool name: SNES Tilemapper

Originally posted by Final Theory
Isn't there a shortage on music creation tools. Like I think most of the songs here are ported by hand from midi files, but like wouldn't it be nice to have some type of tool to create new and original music that is user friendly.


SPC studio is the way to go!

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That mode 7 looks awesome.


Thank you! :D

Originally posted by MarioFanGamer
One editor which really would be useful is a tilemap editor, kind of like Racing Stripe except there is no need to load a ZSNES/ZMZ savestate. Support to import savestates (presumably SNES9x too alongside ZSNES) still would be nice, though.


Yeah! I will see if I can contact edit1754 to eventually get the source code. He was doing a quite lot of work if I'm not mistaken in 2015 for a much more complete editor, but it never happened sadly.

Originally posted by JP32
Originally posted by StrikeForcer

As for any new suggestions, id like to see a personal redesign of the ExAnimation tool seen in LM because as it is... I find it pretty cumbersome to use since it lacks as graphical user interface nor the ability to preview animations. Having to memorize the hexademical location of the tilemaps being used and to unlock internal ROM viewing in to do that is tedious and should be the underlying process behind a GUI.

Im seconding this, also lack of any kind of basic features undo/redo, shift everything or selected area backwards/forward makes it tedious quickly.

Its also annoying when #lm{exang} window has priority and wont let me use anything else in LM. But I guess this belongs to the LM's thread and not there.


I remember Lunar Magic changing recently how window priority works. Take a look on the change log.
But other than that, yeah, an Animator Tool would be a great thing.

Originally posted by cheat-master30
Given most other ideas I have got mentioned already, how about an overworld importer/exporter? Being able to import or export individual submaps would be really useful, and would make the overworld ExGFX on this site far more convenient to use (and smaller in terms of file size for the admins).


Individual OW submaps...? Hmm, not a bad idea.
I think the main reason that LM never did that because the L1 events tile data and the events itself are all shared.... which makes it harder to only import a specific portion of the map.

Originally posted by Adam
overworld map size expansion tool

expands submaps or main map sizes and lets you have more space to make submaps bigger, create more of them, and expand the main map


For overworlds larger than 512x512 we would need for a scrolling patch similar to smkdan's VRAM rearrangement patch.
But for more submaps sounds doable. Who knows :D

Originally posted by imamelia
Oh, another Lunar Magic feature that would be useful, especially for v3.00 and beyond, is being able to set a level as using 16x16 tiles rather than 8x8 for its background. Yoshi's Island (as far as I know) always uses 16x16 tiles for both Layer 2 and 3 backgrounds, which enables it to have 1024-pixel-tall repeating Layer 2 backgrounds (the Layer 3 ones only use a 16x16 tilemap, compared to 16x32 for the Layer 2 ones, so they're limited to 512 pixels tall). Adding it to Layer 3 in SMW would require a warning about it being incompatible with Layer 3 status bars, including the original one (which usually wouldn't be a problem for me, but it would be for other people), but Layer 2 at least should be doable (and as a bonus, it would save a little bit of NMI time because the tilemap would no longer have to be updated when scrolling vertically).


If we come with a solution on how to deal with Map16 editor, definitely can see it coming eventually.

Originally posted by Wind Fish
Would it be possible to make a version of AddMusicK were there isn't a slight pause from loading a new song in the same level? I know the old AddMusics did this with their inaccuraties and even vanilla SMW does it with the final boss. It would be neat to have, especially now that we have to the ability to make large exploration areas within a single level.


Possible. And yeah the music delay change from the Bowser fight is pretty annoying :/

Originally posted by zacmario
I deleted my old post, it made no sense. I think we need a tool that makes dealing with with custom characters easier. Sort of like the 32x32 patch does. Except this one would be a 16x32. It also would put the graphics in the right place. It would use the original 00 and 32 gfx.
That way one could submit 32 gfx to smwc easier, also be worry free of patch conflicts 32x32 has with others. For instance Sprite status bars often use the same area for rewriting tiles. They can moved easy enough, but you lose more precious space in gfx 00


Some sort of Mario Animation tool. I think it might be possible to do one for it. There's enough people interested into.

Originally posted by Flippn'Fences
Well, a tool for making custom sprites would be useful for the community. Like Kipernal's Blockreator, it would allow users who have little or no experience with ASM to make their own sprites through an easy-to-use interface. This would be especially useful for those wanting to make their own unique bossfights, since many hack developers don't have much experience with coding- meaning the boss options for them limited to either the in-game bosses or the bosses in this website's sprites section- which are mostly overused.


anonimzwx used to mention such kind of tool in the past. I'm not sure if he's still interested in doing one but yeah, at least a simplified sprite maker is possible. Could make SMW hacks way more interesting than currently is.

The more variety possibilities = better

Originally posted by RPG Hacker
Interesting thread idea.

How about making a new, open-source Lunar Magic? :P

For real, though: one tool that could be kinda useful and reasonably doable would be a GUI editor for VWF messages (or similar text systems). Basically, the tool should be able to parse the code files containing the relevant information, edit the messages and settings with a graphical preview and finally save everything back to the ASM files (or whatever format the respective text system uses).


Nice idea! I heard some people get confused with how VWF dialogues works so a tool could make the job much better for them.

Aside from the age (released in 2012?), VWF dialogues is extremely complete.

Originally posted by hash
A mode 7 boss battle editor might be useful to some. Having the ability to edit tilemaps, gfx, palettes, adding sprites, etc.


That's true. You can currently add sprites by manually changing the level mode on LM, but it has some issues currently regarding sprite memory.

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And to expand on what a few others have stated, extensions to LM's overworld editor in terms of:
-map size (-maybe additional submaps)
-custom sprites
-non-silent layer 1 event reveals
-music changes when certain x,y coordinates are reached (or certain events passed)
-'unlocked' vanilla sprites (so they can all be placed individually anywhere, on any map)
-better handling of submap reloads to prevent ugly palettes/gfx


Some of these features (like changing music) are already present using smkdan's patch but yeah. More OW stuff sounds awesome and a lot of people are interested into.

Originally posted by Ragey
One thing that comes to mind is some sort of GUI/command-line tool for adding and changing Mario's power-ups. Mapping buttons to different actions for each power-up, some form of graphics management for each power-up, perhaps some form of interaction control per power-up, stuff like that.


What are you thoughts for a tool for managing LX5's powerups patch?

Originally posted by SkywinDragoon
inverse SA-1 converter for sprites/patches/blocks or whatever.

basically, SA-1 exclusive stuffs into non SA-1 compatible counterpart.


Funny enough, Bio once edited my SA-1 Convert to make the reverse conversion. But it was limited to the version 1.0 of the tool... I don't know where it went the source code though.

Some of the SA-1 features though is a bit hard to convert back to SNES. Any specific reason that you would prefer using a normal ROM over SA-1 currently?

Originally posted by Knucklesfan
I have a tool request, but it's really more of a request for your tool. Is there any way you could add code export for the easy mode 7 patch?


Good idea! I forgot that everything must be done manually right now.
Will see what can be done.

Originally posted by IronFoxGaming
I only really want 2 things

SNES Composer

A MIDI tool that allows you to make midis using .brr files so you can instantly transfer it to a .txt and/or a .spc file. It would have extra options for things like instrument swapping, echos, and such.


SPC Studio is the way to go!

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Mario Manager

A tool that easily lets you edit and create player animations by adding or removing frames, selecting the graphics used, the size of the animation, and such. It could also allow you to test the animations in a simulated SMW rom.

I feel that these could make a huge difference here.


Yup, a lot of people commented about this. Mario Animator (or Player Animator?) is the way to go!

Originally posted by TLMB
A tool for creating your own objects and how they are sized in LM would be cool.


Yup! If FuSoYa sets up a way to make custom objects visualization like with custom sprites it will be possible.

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I'd also ask for a tool that makes it easier to chenge the layer 3 properties and add new interactions such as rising platforms or being able to control which direction layer 3 water flows.


I heard the Layer 3 tide is just a Layer 2 level that is manually inserted and then made it into Layer 3.

That means theoretically we can make completely interactive Layer 1/Layer 3 levels and still have the Layer 2 BG available. Will see what we can come with this.

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Also, regarding the new level format in LM 3.0, is there a way to make it so the camera doesn't scroll into certain screens, e.g. there are sprites in YI to prevent scrolling into specific screens allowing bottomless pits.


I think a UberASM code can do it without problem. It involves basically locking horizontal/vertical scroll on specific positions and then resuming the scrolling depending on the direction.

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Lastly, thank you for everything you do. SMW is nothing like how it was when I started 12ish years ago.


Thank you <3
Glad you like!

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(Joke idea: a tool that makes it easier to port your hack from one rom to another, as all these newer changes being made require people to make critical decisions)




Originally posted by Darkbloom
Originally posted by TLMB
A tool for creating your own objects and how they are sized in LM would be cool.



I had suggested this earlier in FuSoYa's official thread and from what I understand it would be *pretty* difficult to set up but would definitely be worth it, considering how wasteful map16 can be.

I'm seconding direct usage of mode 0 and mode 2. I don't know how useful the other modes would be, but those would be a blast to play around with, at least.

ALSO finally if there isn't a hard limitation on why you have to port overworlds the way you have to port them, it would be great if you could export them as their own file.


If LM offers something visual-wise then the rest can be done without problem...

Originally posted by Gartore
maybe im a bit slowpoke but is posible make a yy-chr/graphics editor can also make/modify the map 16?


Wish if p4plus2 didn't lose his p4paint program... It was gonna be the YY-CHR replacements.

General graphics editor + tilemap editor sounds interesting. Could be used in both SMW and other games as well.

- Graphics editing
- Tilemap maker
- Generic animation system

Originally posted by imamelia
I was going to mention a graphics editor (with more features and fewer bugs than YY-CHR), but I wasn't sure how feasible it would be.

Also, in respect to custom objects, I should also mention that the next update to the patch that I'm working on (well, really just waiting to figure out what besides item memory needs to get fixed for LM3 at this point) includes several template subroutines that one can use to create objects just by setting up some table data and an input value, which might help with the scripting for any objects that use those routines.


By the way, does your custom object tool uses item memory everywhere...? Because usually that's restricted for collectables only...

Originally posted by NGB
I remember your mode 7 tilemap editor from somewhere, I don't know, maybe from a video of yours, and was really hyped for its release, because I always wanted to dip into mode 7 stuff.
Now I just have to learn how to make collision sprites (which doesn't seem to be that difficult) and I create a few boses or other shenanigans using your tool.
Thank you for releasing it!


I think I shown one or another screenshot while I was still admin here but they were all WIP I think... Don't remember it yet.

Glad you liked! Interaction wise it's pretty simple, you can set up a normal sprite but without graphics rotine. Instead stick the X/Y to the Mode 7 position and then you can use the normal sprite interaction. Alternatively look to the internet some generic circle interaction which can work as well for you.

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When it comes to new tools I'm totally happy with the current set of tools we have. Of course there might be some qol improvements possible. Overworld sprites would be really nice, considering there is no real good way to create some for sa-1 besides using lui vldc9 patch and I don't even know if that works with the changes to lunar magic.
So if you got any time left and use erics code as a base it would be really nice to get a cool tool for overworld sprite insertion.


Yeah, now that we have a system for custom OW sprites, that can be a thing finally! We will see if Erik sends me out his patch.

Originally posted by Noivern
Originally posted by Darkbloom
ALSO finally if there isn't a hard limitation on why you have to port overworlds the way you have to port them, it would be great if you could export them as their own file.


Hopping on this train, this should also handle global exanimations and shared palette files, and be able to expand ROMs. LM 3.0 introduced several command line arguments that make porting to a new ROM easy using batch files, but as far as I know these things can't be handled automatically, so a command line option for exporting and importing these things is needed.


Believe this is a matter of time to FuSoYa eventually make them possible. The initial command line options was just a start up for more things incoming.




Thank you all for the posts, a lot of interesting ideas and discussion. Sorry if part of my replies were a bit empty but with so many replies I started feeling a bit dizzy while doing this post, hahah.

Keep sharing ideas and new tools! While we already have so many cool tools you noticed that a lot more can be done and designed. And they can make SMW hacking life way better. Looking forward for more posts!

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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 Flippn'Fences
Well, a tool for making custom sprites would be useful for the community. Like Kipernal's Blockreator, it would allow users who have little or no experience with ASM to make their own sprites through an easy-to-use interface. This would be especially useful for those wanting to make their own unique bossfights, since many hack developers don't have much experience with coding- meaning the boss options for them limited to either the in-game bosses or the bosses in this website's sprites section- which are mostly overused.


Look my thread lol, Thread
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PATREON
YOUTUBE
Can we also duplicate the overworld space so we could have 2 main maps and 16 submaps?
Since you don't do only-SMW related tools (or I think so) I'd really like to see a tool for editing the title screen of Yoshi's Island. It's really a mess to edit them, just look at this comprehensive tutorial to see what I mean (which btw seems useless now since the pics are gone).

If too complicated, I'd go with a tilemap editor, as several people said.
Layout made by MaxodeX
Could we maybe have a music-editing tool equivelent to something like FL studio or Famitracker, but for SMW custom music creation?
It'd be cool if you could insert MIDIs into it, change the instruments for each channel, BRR support, making music from scratch without a MIDI, etc.
Basically the FL Studio of SMW hacking.
Originally posted by ShootingStarr
Could we maybe have a music-editing tool equivelent to something like FL studio or Famitracker, but for SMW custom music creation?
It'd be cool if you could insert MIDIs into it, change the instruments for each channel, BRR support, making music from scratch without a MIDI, etc.
Basically the FL Studio of SMW hacking.


Yes, SPC Studio In the way
Pages: « 1 2 3 »
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2019 - The Ultimate Tool Request - What's left for SMW Hacking?! + Mode 7 Tilemap Editor

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