Scraps69 wrote:Hey Kong-Fu, we havn't heard from you for a few days. How's it rollin?
Kong Fu, you havn't edited any of those levels in the current edit have you?
Simion32 wrote:Err..... too many sprites onscreen, thus causing some to disappear? I can't think of any other reason.
Simion32 wrote:@KongFu, aperson98... Custom sprite insertion would require overwriting some other sprite to make room. Also, You'd have to make sure the replaced pallet works by also hacking an object so that its pallet and animation pointers point to the new data. And lots of other stuff.
So you would need to do:
(1) Insert/overwrite all the new sprites into the sprite table
(2) Make an animation script for the object you're wanting to use, moderately difficult
(3) Replace/create a pallet for the new sprite animation
(4) Create the collision box(es) for the objects
(5) Write up the object code and setup its pointers and other data (I have no clue exactly what all is REQUIRED in this part)
(6) Replace some object in the game with the new object code
(7) Test the object in-game and hope it doesn't blow up
Of course that's only a general list of the things you'd need to accomplish, there's much more detail involved.
I do believe that when I get DKCRE v0.0.6.0 out, this kind of repetitive testing will become MUCH easier, since there is a "launch level" option which uses a hacked savestate to automatically start ZSNES running your hack at the beginning of whatever level you just launched. This could probably be expanded to modify the entrance co-ordinates temporarily so that DK is placed right where you want him to go as soon as the emulator loads.Kong-Fu wrote: I have to test, then fix each section about 5 times before getting it right.
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