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Author Topic: smb sprite editor  (Read 2 times)
luigiman1928
Guest
« on: May 01, 2008, 11:21:25 pm »

In need a sprite editor for smb. Roll Eyes It needs to be a direct sprite editor, and it has to be for windows.Be cause i had truble finding one :banghead:
Lenophis
Guest
« Reply #1 on: May 02, 2008, 12:16:54 am »

Tile Molester and yy-CHR are the tile editors of choice. Tile Molester is platform independent, and yy-CHR is for Windows.
Karatorian
Guest
« Reply #2 on: May 02, 2008, 02:21:53 am »

I'll second what Lenophis has to say ergarding Tile Molester. It's a great program and as it's written in Java, it works on nearly every modern platfom.

In regards to YY-ME, I'd disagree. The interface is extreemly clunky qand using it is a pain. If you need to edit SMB levels on windows, I recommend SMB utility instead. (I use YY-ME only because it's the only SMB level editor that I can get to run under Wine or otherwise run on a un*x platfom. It sucks so bad I'm seriously considering writing my own.)
frantik
Guest
« Reply #3 on: May 02, 2008, 03:25:50 am »

Quote from: Karatorian on May 02, 2008, 02:21:53 am
In regards to YY-ME, I'd disagree. The interface is extreemly clunky qand using it is a pain. If you need to edit SMB levels on windows, I recommend SMB utility instead. (I use YY-ME only because it's the only SMB level editor that I can get to run under Wine or otherwise run on a un*x platfom. It sucks so bad I'm seriously considering writing my own.)

i think he meant YY-CHR which is a tile editor Wink

and it WOULD be nice to have a sprite frame editor like SMBed does for background tiles
Karatorian
Guest
« Reply #4 on: May 03, 2008, 05:18:10 pm »

Quote from: frantik on May 02, 2008, 03:25:50 am
i think he meant YY-CHR which is a tile editor Wink

Doh, I should pay more attention.

Quote
and it WOULD be nice to have a sprite frame editor like SMBed does for background tiles

You're talking about an editor that edits the sprites as they appear in the game and makes the proper changes to the CHR-ROM, rather than simply editing the CHR-ROM tiles directly? That sounds like it could be a really cool project. Perhaps if I get ambitious (and find the time), I'll write one.
Lenophis
Guest
« Reply #5 on: May 04, 2008, 12:15:32 am »

Quote from: Karatorian on May 03, 2008, 05:18:10 pm
Doh, I should pay more attention.
I spent 20 minutes looking over my post trying to find a mistake, and I couldn't find it. I got worried over nothing. :huh:
frantik
Guest
« Reply #6 on: May 05, 2008, 01:13:41 pm »

Quote from: Karatorian on May 03, 2008, 05:18:10 pm
Quote from: frantik on May 02, 2008, 03:25:50 am
Quote
and it WOULD be nice to have a sprite frame editor like SMBed does for background tiles

You're talking about an editor that edits the sprites as they appear in the game and makes the proper changes to the CHR-ROM, rather than simply editing the CHR-ROM tiles directly? That sounds like it could be a really cool project. Perhaps if I get ambitious (and find the time), I'll write one.
it wouldn't make any changes to the CHR-ROM.. actually it's not even super complicated to do by hand it's just nice the way SMBed has everything laid out.

Basically it would be a table with the sprite rom tiles on one side, and a 6 tile grid on the other side.  a drop down box would allow you to switch between the enemy frames, and you input the 6 tiles for each frame in 6 text boxes or whatever.  this way you have the tiles laid out so everything is nice and easy for inputting.  the only thing the program would modify is the sprite frame table.  but it would have to read from the chr-rom to draw the sprites

this is the screen for the background tiles.. the same thing only for sprites would be useful.  The area marked D would have 6 tiles instead of 4 .. or hell 8 i suppose since mario sprites are made of 8 tiles

« Last Edit: May 05, 2008, 05:07:21 pm by frantik »
Karatorian
Guest
« Reply #7 on: May 05, 2008, 03:22:36 pm »

Oh, I see. In which case, that would be pretty easy to do. The biggest complication is that the enemy graphics table only handles some of the sprites. The others are in thier own tables and spread all over the ROM. I'll definetly have to look into writing something like that. (Although, no guarantees as to when.)
frantik
Guest
« Reply #8 on: May 05, 2008, 05:51:43 pm »

true.. though even if it just had the Mario sprites and enemy frames it would still be very useful for rearranging the chrrom.  I totally rearranged the tile half of the chrrom in SMU to make it easier to do edit animations and get a good idea total free tiles, etc
Karatorian
Guest
« Reply #9 on: May 05, 2008, 07:09:08 pm »

It wouldn't actually be that hard, rather, it'd just be time consuming to put it all in. In any event, I'd define stuff like that in an easily editable data file so that it could be changed if needed (like for, oh, SMBS).
frantik
Guest
« Reply #10 on: May 05, 2008, 07:21:08 pm »

i could do it myself but i need to figure out how to read and render the graphics.. i might as well learn since it would be pretty damn useful for.. like any project involving nes graphics
Karatorian
Guest
« Reply #11 on: May 05, 2008, 07:55:37 pm »

I was also thinking that such a tool would be good for other NES projects besides just SMB hacking. That's a large part of the reasoning behind defining the sprite locations, size, etc. in a data file. That way, a different set of specs could be used for other games (or heavily modified games).

I've been thinking about stuff like this a lot lately. There are a lot of generic tools, but when it comes to some aspects of ROM hacking, you either need custom tools or have to hand hack every thing. Of course, in some cases, game specific tools are needed, but in others (like sprite or metatile editing) a sufficiently powerful tool would be able to do the job.

Unfortunately, there aren't many such tools out there. The only thing that comes to mind are script tools and thier TBL files. They manage to take game specific stuff and by use of a convient data file, use a generic program. A number of other tools could be made for other tasks that function in a similar manner. (And one of these days, I'm going to write some of them.)

If you decide to write such a utility, let me know. If you need any help with NES graphics, I have some code that deals with them sitting around that you could take a look at. (It's in python, so I don't know if it'd be any use to you directly, but it'd at least demonstrate the algorithms.)
Lindblum
Guest
« Reply #12 on: August 09, 2008, 09:58:45 am »

A simple tile editor is the fastest way to make an uninteresting SMB hack.  Most don't even know how to make the red mushroom sprite different from the green mushroom sprite.  You have to understand tile arrangement tables and reflection flags.  I'd like to see an SMB editor that handles that. 
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