| New Custom Sprite Maker outline; rough outline of the features it MUST have | |
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| Topic Started: Aug 2 2011, 10:58 PM (1,266 Views) | |
| MegaRockEXE | Aug 2 2011, 10:58 PM Post #1 |
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Well I've been meaning to get a detailed description of how the new custom sprite maker should work. Obviously, the problem with the current MMBN custom sprite maker is that was rushed out and lacks many of the benefits allowed in the sprite format. Now I'm no programmer, but I've got the concept on how the new program should function in order to allow easier navigation and a more flexible animations. Here is a rough outline of the recommended UI. ![]() White Area: This is where the animations should go. Since the format specifies animations by the 16-bit pointers at the top of the file, each pointer would appear here. In the sprite format, an animation is defined as a group of frames, even when it is only one frame in an animation. Blue Area: This is where the selected frame can be moved. A 256x256 grid should appear here with a quadrant grid. The grid, a battlefield, and maybe even a sample sprite should be visible. The user should be able to toggle between the visible elements which should help place the sprite as accurately as possible. Sprites imported into the canvas, or the working area, should appear here. The user should also have the option to add more sprites in the same frame. The selected sprite in the frame should also be able to be moved either by cursor, arrows, or coordinates. Orange Area: Here is where settings for the selected frame goes. Coordinates for the selected sprite could also be here. This should primarily be for setting frame delays and setting the end of an animation. Sprites could also be swapped out similar to how the old sprite maker does right now. Green Area: This column should list the frames in the selected animation. Buttons could go under the column to allow the user to add or remove frames from the list. Clicking on a frame in the column should update the main work area so the user may update that frame. Unlike the old program, this version should have 2 separate windows open: one for all the sprites in the archive, and another for previewing animations. Palette management is also a must. The user should be able to import their own palettes (as images with the 16 colors in them). An algorithm of some sort would have to be made so when the user imports a new sprite and uses it in a frame, it will utilize the correct palette and not make redundant palettes. Sometimes sprites don't use all the colors in their palette, and this would be to prevent that problem. It needs some kind of efficient palette-management system. Supporting the correct format is required. Barubary has the format documented in a more technical form. Spoiler: click to toggle Basically there are only a few amount of OAM sizes available and the goal is to have the least number of OAMs without wasting room. Tiles with no pixels in them are useless and should be discarded to save room. OAMs are positioned on the game's 256x256 grid. It's divided into 4 quadrants; it goes from -128 to +128 in both directions and the center is 0. Some kind of algorithm would have to be developed to generate OAMs efficiently and write the format correctly. Ultimately, this tool should be able to make more efficient custom sprites AND be able to open official sprites form all the games. It would be a truly epic program and it seems GM won't do this one. I hope it still takes off somehow. Edited by MegaRockEXE, Aug 3 2011, 02:50 PM.
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| K-System | Aug 3 2011, 04:28 AM Post #2 |
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TREZian
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Nice idea for CSM2...The openings of the original game sprites would also help a lot..A nice Idea would be to have in a window the battle environment and the animated sprites..So you could see if you have make the animations right and on the right location on the real game (I had a problem myself and saw it after I made the DMP but now all works)...Also it would be nice if you could edit color or pallete on the sprites....sowe would have a CSM and Color editor...The problem is the building itself....Maybe its time for a Tool that has more than One function |
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| Prof. 9 | Aug 3 2011, 06:31 AM Post #3 |
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Have you tried the "briefcase full of money" argument? :0 Seriously though, MMBN modding is just a hobby, if he doesn't want to make it... What exactly are the critical flaws (not minor annoyances) with the current CSM? It seems to me the experienced modders can import sprites just fine. EDIT: Also, has the entire format been documented yet? Edited by Prof. 9, Aug 3 2011, 06:36 AM.
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| Zanerus | Aug 3 2011, 06:45 AM Post #4 |
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Its not super user friendly as far as many are concerned. Alignment and frame order are a big issue |
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Zane's poetry Hour here: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8752185/1/ AEZ Patch version 4 finally out: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8667690/1/ Chip hacker starters can find my notes here: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8685052/1/ PM me for any questions. modding Guide Index can be found here: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8750547/1/ Insanity is simply silliness misunderstood. | |
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| K-System | Aug 3 2011, 07:01 AM Post #5 |
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TREZian
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I agree to that.Even me that I am not experienced on my second try the import was done but I spent a whole day the first time. It's not user friendly.U can do your job but if you can do it more easily why not.....It's not only a good guide that helps but the easy program itself.... Edited by K-System, Aug 3 2011, 07:02 AM.
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| MegaRockEXE | Aug 3 2011, 09:21 AM Post #6 |
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Well the current program can only import fixed OAM sizes at an unspecified location. The user has no control over the whole 256x256 area in where to place the sprite. So if a frame in an animation didn't fit in one of the predefined OAM sizes, the sprite would have to bob around just to fit. Barubary documented the format and I think it was in a Java language. I just need to ask his permission to post it. |
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| Prof. 9 | Aug 3 2011, 09:46 AM Post #7 |
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Program source code =/= proper documentation. I'm talking about something like the Chip Data Format topics we all know and love. |
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| MegaRockEXE | Aug 3 2011, 10:02 AM Post #8 |
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I don't quite see the benefit in that, really. All I can really say is how the file is generally structured, and even that doesn't have to be in order, technically. Isn't the source code useful for programmers anyways? |
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| louman7777777 | Aug 3 2011, 01:57 PM Post #9 |
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Newb
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Have you told GM about this yet? |
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| timaeus222 | Aug 21 2011, 01:20 PM Post #10 |
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The only issues are sprite placement and sprite order, like Zanerus said. I tried providing a zip with a template and a notepad of the sprite order, though. However it's more efficient if it can be modified with the program. Also, it would be nice if you could make it so each individual frame's canvas fits it, rather than using a static 128x128 or 64x64 canvas. That would save a lot of room. The availability to assign palettes is a must. I've wanted that for a while now. |
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| K-System | Aug 21 2011, 01:40 PM Post #11 |
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TREZian
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Sounds good........Does anyone working on a new CSM???? |
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Aug 21 2011, 01:42 PM Post #12 |
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Programmer!
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Oh, I didn't notice this thread. Thanks for posting it. |
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