[SM] SPARTA: Samus Palette, Art & Repoint Tool App (formerly Super Munchtroid)

Started by Munchy, March 11, 2019, 12:12:16 PM

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Munchy

BEAM OFFSET EDITING NOW SUPPORTED :D

SPARTA v2.18.0



a comprehensive editor for Samus

REQUIRES UNHEADERED SMC! WILL NOT WORK WITH PAL!

github:
https://github.com/munchyMouth/super-munchtroid

downloads:
Linux: SPARTA-linux-x64 2.18.0
Win: SPARTA-win32-x64 2.18.0

2.18.0 Features
- project renamed "SPARTA" :P
- support for setting beam offsets
- collapsible panels for sprite manager & beam editor
- added help modal and events
- some general code tidying (under the hood stuff)

2.16.2 Features
- ctrl+left/right events matched up to frame inc/dec
- ctrl+shift+s setup for doing save to sprites and vram
- added help [F1] modal and associated events

2.15.0 Features
- pixel-flip support added
- added variably colored sprite masks
- added palette copy/paste
- added shortcut for show/hide settings

2.12.0 features:
- Some bug fixes around the palette dropdown
- The crystal flash palette
- Conventional key commands for Editor copy/paste/undo/redo/save-tile actions

2.10.0 features:
- Fixed saving sprite bug
- Added 16x16 pixel editing mode
- Added pixel-shifting tools
- modified editor zoom and the menu that accompanies it.

2.6.1 features:
- special poses
- a search bar
- significant bug/palette fixes
- frame by frame loading (ergo, massive performance boost)

Metroid Construction Resource:
http://metroidconstruction.com/resource.php?id=399

documentation:
Manual (2.18.0 Version)

Tutorials:
Main Video Tutorial
Video Tutorial

2.10.0 Feature update rundown (sorry for terrible sound quality)
Explains how to fix the "Samus Loading" animation bug (where her lightning bolt is mirrored)
2.10.0 Update

Munchy

Quote from: Munchy on March 11, 2019, 12:12:16 PM
SPARTA v2.20.2



a comprehensive editor for Samus

REQUIRES UNHEADERED SMC! WILL NOT WORK WITH PAL!

github:
https://github.com/munchyMouth/super-munchtroid

downloads:
Linux: SPARTA-linux-x64 2.20.2
Win: SPARTA-win32-x64 2.20.2

Installation:

No installation required, simply execute as follows:

WINDOWS (Requires Windows 10)
simply download, unzip and double-click on the .exe

LINUX (Tested on Ubuntu 16)
Download, unzip, navigate to the file directory in terminal and type the following within it

./SPARTA


2.20.2 Features
- arrow key control of vram (while focused)
- rotate 90° control for editor
- switching off/on beam controls with buttons
- better confirm dialogs
- fixed palette undo
- added ctrl + up | down to navigate poses globally
- shortcut ctrl + o to open files

2.18.0 Features
- project renamed "SPARTA" :P
- support for setting beam offsets
- collapsible panels for sprite manager & beam editor
- added help modal and events
- some general code tidying (under the hood stuff)

2.16.2 Features
- ctrl+left/right events matched up to frame inc/dec
- ctrl+shift+s setup for doing save to sprites and vram
- added help [F1] modal and associated events

2.15.0 Features
- pixel-flip support added
- added variably colored sprite masks
- added palette copy/paste
- added shortcut for show/hide settings

2.12.0 features:
- Some bug fixes around the palette dropdown
- The crystal flash palette
- Conventional key commands for Editor copy/paste/undo/redo/save-tile actions

2.10.0 features:
- Fixed saving sprite bug
- Added 16x16 pixel editing mode
- Added pixel-shifting tools
- modified editor zoom and the menu that accompanies it.

2.6.1 features:
- special poses
- a search bar
- significant bug/palette fixes
- frame by frame loading (ergo, massive performance boost)

Metroid Construction Resource:
http://metroidconstruction.com/resource.php?id=399

documentation:
Manual (2.18.0 Version)

Tutorials:
Main Video Tutorial
Video Tutorial

2.10.0 Feature update rundown (sorry for terrible sound quality)
Explains how to fix the "Samus Loading" animation bug (where her lightning bolt is mirrored)
2.10.0 Update

MORE STUFF 2.20.2 :)

Munchy

BIG NEWS

I don't like one of the frames that was reused in the X-ray poses on the Samus Combat Armour skin I've been designing.
Ergo, I've decided to add a repointing tool to SPARTA.  This was a bit of a challenge as I'd forgotten quite a lot of SPARTA's core routines.  However, I'm please to report that I'm now getting a clean and tidy bunch of data back that will (once I've wired it up) enable you to repoint VRAM/Tilemaps in SPARTA via a special interface (obviously, this is a risky business and should be done with the utmost care).

Even newby hackers should be able to do what is traditionally pretty complex repointing.  here's the background:

say you've found a pose that's using a bunch of stuff from one-or-two other pose(s) (and believe me, you will).  sometimes, changes will result in the other pose(s) looking weird; instead of trying to find some weird compromise across the poses you can, instead, repoint to parts of Samus' unused poses and redesign those instead.  This would traditionally require you to do a bunch of calculations to find the relevant offsets and cross reference all the data you need to make the changes.  But since SPARTA has already done all that, there's no reason, you can't be allowed to tap into the math a little too.  So all you'll need to do is get the values from one of the broken poses and then set the values in the pose you wanna change to the values of the broken pose. Bingo! Free space to alter as you please :)

Release coming soon.

Oh also, yes:
- I need to add charge beam spark to the Beam Offsets table
- I need to add the missile/grapple gun fins to the beam offset table (I think They're easy to find in TLP if you wanna edit how they look)

Munchy

Ok, the good news is:

the repoint tool works well AND there are spare spaces in the VRAM that are ready to rock without having to inject more hex

the bad news is:

the tilemap data is FULL TO THE BRRRRIM. However, I've tested and the game is pretty happy to let you inject your own tiles at the end of bank 92 so you just need to insert some data in via hexd and you're good.  It's no harder than some of the relatively mundane hex jobs you'd need to do for SMILE.

I'm working on a tutorial to go with this release. In theory, the tool will make adding new poses to the game a lot easier as well :)

Just as well the Justin Bailey ips exists to behonest. That tileset (where all unused tiles are replaced with a square with a code in it) has been absolutely essential in sniffing out all the unused tile offsets.

Munchy

Just an update on progress. 

I've decided that the new release will go out in a few days.

I actually kind of want to use it myself for a few days with Samus in Combat Armour to make sure I catch any bugs before it gets to release (it's a pain to keep re-releasing SPARTA with small bug fixes) but I wanted to give you a preview of what's to come because this is the single BIGGEST release since the first release of Super Munchtroid.

- advanced Repointing tool let's you completely setup new tilemaps and repoint VRAM. Full documentation written into the manual for that.



- Missile fins offset tool (the part of the build that I need to test the hell out of! works well though as far as I can tell)
- Beam manager now let's the player move beams and sparks separately (Samus' charge/grapple beams emit a spark at the end of her gun, these weren't really lining up properly when they were all lumped under one offset manager)



- a HUGE amount of work on the palette tools.

I always kind of hated the palette section of the build so I've done a lot of work to fix it and make it more useful. now it features:
   * globally changing a palette R, G or B value (ie. make a whole palette more red/green/blue. Ideal for custom shine spark colours etc.)
   * globally changing a palette's R, G & B value (massive time saver for handling things like Samus' death palette)
   * lockable sliders (so you can increment all 3 sliders simultaneously, good for lighting/darkening a specific colour)
   * MUCH refactoring on the copy/paste palette tool and the undo palette button (renamed to "reset" and is totally bug free)
   * Copy/Paste for a single colour.
   * undo an individual colour



Munchy


Munchy

Decided to push to 2.29.0 by adding the actual missile fin tile over the top of the suit so you can get pixel perfect with samus' gun when she has missile/grapple enabled :)

Quote from: Munchy on March 11, 2019, 12:12:16 PM


a comprehensive editor for Samus

REQUIRES UNHEADERED SMC! WILL NOT WORK WITH PAL!

github:
https://github.com/munchyMouth/super-munchtroid

downloads:
Linux: SPARTA-linux-x64 2.29.0
Win: SPARTA-win32-x64 2.29.0

documentation:
Manual (2.29.0 Version)

Installation:

No installation required, simply execute as follows:

WINDOWS (Requires Windows 10)
simply download, unzip and double-click on the .exe

LINUX (Tested on Ubuntu 16)
Download, unzip, navigate to the file directory in terminal and type the following within it

./SPARTA


2.29.0 Features
- beam cursor management for sparks and beams
- overhauled palette controls and palette menu bug fixes
- the SPARTA Repointing Tool
- missile fin coordinate menu

2.20.2 Features
- arrow key control of vram (while focused)
- rotate 90° control for editor
- switching off/on beam controls with buttons
- better confirm dialogs
- fixed palette undo
- added ctrl + up | down to navigate poses globally
- shortcut ctrl + o to open files

2.18.0 Features
- project renamed "SPARTA" :P
- support for setting beam offsets
- collapsible panels for sprite manager & beam editor
- added help modal and events
- some general code tidying (under the hood stuff)

2.16.2 Features
- ctrl+left/right events matched up to frame inc/dec
- ctrl+shift+s setup for doing save to sprites and vram
- added help [F1] modal and associated events

2.15.0 Features
- pixel-flip support added
- added variably colored sprite masks
- added palette copy/paste
- added shortcut for show/hide settings

2.12.0 features:
- Some bug fixes around the palette dropdown
- The crystal flash palette
- Conventional key commands for Editor copy/paste/undo/redo/save-tile actions

2.10.0 features:
- Fixed saving sprite bug
- Added 16x16 pixel editing mode
- Added pixel-shifting tools
- modified editor zoom and the menu that accompanies it.

2.6.1 features:
- special poses
- a search bar
- significant bug/palette fixes
- frame by frame loading (ergo, massive performance boost)

Metroid Construction Resource:
http://metroidconstruction.com/resource.php?id=399

Tutorials:
Main Video Tutorial
Video Tutorial

2.10.0 Feature update rundown (sorry for terrible sound quality)
Explains how to fix the "Samus Loading" animation bug (where her lightning bolt is mirrored)
2.10.0 Update

Munchy

gah, found a few wildcards in the missile offset stuff. These patches fix it, some poses with 1 frame actually have 3 frames of missile coordinates :( I have no idea why! you need to run the overwrite save stuff on poses 6D, 6E, 6F and 70 to make sure that the coordinates work properly in those instances.  Anyhow: 2.29.2 :P
[REMOVED, SEE NEXT POST]

Munchy


Munchy

welp, I just made some new (annoying but also kind of interesting) discoveries:

1. Samus has a separate pose for when she's on low health to when she's not. Not great insofar as it's buried without a conventional transition table index, but can be easily fixed with some more special poses AND if you were to repoint the vram for the frames: you could actually have her look different when she's injured (e.g. staggering or something... pretty cool. I might actually do that y'know)

2. wall jump into space jump has its own special pose as well... I'm still hunting for it because I need to do a bunch of pointer math on it (or it all-but crashes the game cos I squeezed in some space to fit the new x-ray pose).

Munchy

your resident OCD Samus redesigner here (I literally have no idea if anyone is even interested in this stuff besides me  :lol: )

so, I can confirm, there are separate wall jump poses for screw attack and space jump. Found em both buried away from transition table indexes - surprise surprise :/ any work you do on space jump/screw attack has to be applied to these if you don't want weird behaviour in game.

I've wired them up provisionally on my local version of SPARTA (I needed to because the repoints were actually breaking the game if you wall jumped whiile screw attack/space jump was enabled.  Fixed that now)

I'll release a patched version of SPARTA at some point, meanwhile attached is the amended Special Poses file with the new offsets.  Unzip it and move it in to the /libs folder of your copy of SPARTA. when you next open SPARTA you'll have the additional poses in there.

Munchy

Fix to repointing tool and extra special poses

- LINUX: Super Munchtroid-linux-x64 2.30.0
- WINDOWS: Super Munchtroid-win32-x64 2.30.0

2.30 Features:
- various bug fixes to repointing tool
- PC addresses exposed in repointing tool for tilemap
- additional special poses to cover low health tilemaps(!) and wall jump space jump/screw attack poses

Xen

The download and github links no longer work. Is this mod still being supported, or is it gone?