Get your Custom NPCs right here folks!

Jun 9, 2014 at 1:05 AM
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BLink said:
I don't see what's wrong with my grammar.(?)

editing the Framerect distance is easy peasy, I purposely set it to 0 so that you could put it where you wanted. if you can't do that, then I don't know why I'm even making these if they can't be utilized properly.. (also you're making the Sue NPC worthless in the process :()
1. I didn't mean about your grammer (that was fine) I meant my last post (Should've worded THAT better instead I guess...).

2A. I know how to edit the Framerect distance I just didn't want to at the time since I planned on having Momorin get her own sprite sheet (which In heinsight is probably a bad idea...).
2B. I made a copy of NpcRegu and renamed it NpcMomo so I din't have to worry about over writing any other npcs (IE. Sue and Santa).
 
Jun 9, 2014 at 2:07 AM
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cat said:
All I got from that last statement is "My raging superiority complex is preventing me from making NPCS for people who don't know basic assembly."
I'm not saying this to be a jerk, but you're not helping.

And the framerect distance is quite simple/straight forward like most the rest of the defines.

Brayconn said:
1. I didn't mean about your grammer (that was fine) I meant my last post (Should've worded THAT better instead I guess...).

2A. I know how to edit the Framerect distance I just didn't want to at the time since I planned on having Momorin get her own sprite sheet (which In heinsight is probably a bad idea...).
2B. I made a copy of NpcRegu and renamed it NpcMomo so I din't have to worry about over writing any other npcs (IE. Sue and Santa).
1 Honest mistake on my end, sorry.

2a Yeah, that would mean that you could only use her on that specific map instead of all the maps.

2b Okay
 
Jun 9, 2014 at 4:36 AM
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BLink said:
I'm not saying this to be a jerk, but you're not helping.
Was I trying to help? I don't recall having that goal in mind.
 
Jun 9, 2014 at 6:02 AM
Been here way too long...
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No cat, you were trying to be a jerk, and succeeding. Blink here is in no way expecting too much by expecting the people asking for NPCs to have basic knowledge of ASM. I don't think that Blink has a superiority complex, but rather that you have an inexplicable hatred for blink that leads you to try and pick fights with him, as is the case now.
 
Jun 9, 2014 at 11:56 AM
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Well, that's what I get for trying to stick up for someone who was having trouble. GG, I guess.
 
Jun 9, 2014 at 2:57 PM
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cat said:
All I got from that last statement is "My raging superiority complex is preventing me from making NPCS for people who don't know basic assembly."
This statement would be more valid if he didn't just make the NPC for the person in question.
 
Jun 9, 2014 at 7:40 PM
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I talked with blink and apologized and it's all cool now; sorry I guess I was in a bad mood or something.
 
Jun 9, 2014 at 9:53 PM
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Well now that that storm's blown over...

More Info N' Stuff (C) Deadmau5


Brayconn said:
Done and Done!
Now I just need to figure out why she wont walk left... (maybe because I used a Skip <CNP with a direction of 2 and she wont turn around?)
Oh, and a frame is missing while walking(?).
(This happened with the other NPC you gave me)

When walking it seems to go on a Frame 1 -> Frame 2 -> Frame 3 -> Loop.
(See top left of attachment for art stuff thats probably useful)
View attachment 438
After some more testing with no. of frames and such I concluded that Momorin is infact skipping frame 2 while walking
(it had nothing to do with how I arranged the sprites).

Still can't figure out why she wont turn around...

Brayconn said:
...I think it was one of these two reasons:

1. I wanted to keep it simple and not change the framerect for easier(?) editing.
2. I couldn't be bothered to fiddle with it until it was overtop of original Momorin.
Just remembered the real reason...

When ever I set U_framerect to Bx (which is where Momorin is on the sprite sheet) she disappears in-game (as if I set U_frame to something too high)...


Heres the defines if that helps any.
Code:
offset npc223

#define

L_framerect_distance = 50
U_framerect_distance = B1

sprite heigth    = 20
sprite width     = 10

walk timer     = 6
walk frames    = 3
walk speed     = 200
dbl walk speed = 400
gravity_level  = 5ff


#enddefine
 
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Jun 10, 2014 at 12:37 AM
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Here's what it should be...

offset npc223

#define

L_framerect_distance = 50
U_framerect_distance = B0

sprite heigth = 18
sprite width = 10

walk timer = 6
walk frames = 3
walk speed = 200
dbl walk speed = 400
gravity_level = 5ff


#enddefine


is that better? (momorin is only 0x18 pixels high, that might be your issue)

also

Hidden text highlight (or click) to view:


NpcMomo_zpsd6af1fb4.png



That's what that section of your spritesheet should look like.
 
Jun 10, 2014 at 1:21 AM
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BLink said:
Here's what it should be...

offset npc223

#define

L_framerect_distance = 50
U_framerect_distance = B0

sprite heigth = 18
sprite width = 10

walk timer = 6
walk frames = 3
walk speed = 200
dbl walk speed = 400
gravity_level = 5ff


#enddefine


is that better? (momorin is only 0x18 pixels high, that might be your issue)
Yes! All sprites are in working order!
But she still wont walk left...

Edit:
Found out the REAL problem.
Momorin always tries to walk away from where ever the player is regardless of what direction is specified.
So the reason that she wouldn't walk left is because the player was on the left side of the screen.
 
Jun 15, 2014 at 10:17 PM
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Yes! All sprites are in working order!

But she still wont walk left...



Edit:

Found out the REAL problem.

Momorin always tries to walk away from where ever the player is regardless of what direction is specified.

So the reason that she wouldn't walk left is because the player was on the left side of the screen.


oh, I must have had a JG or JL or something out of place there.
Code:
offset NPC093

#define

L_framerect_distance = 0
U_framerect_distance = 0

sprite heigth    = 20
sprite width     = 10

walk timer     = 6
walk frames    = 3
walk speed     = 200
dbl walk speed = 400
gravity_level  = 5ff


#enddefine

push ebp
mov ebp,esp
SUB ESP,10                        

MOV DWORD [EBP-10],0 
MOV DWORD [EBP-C],0 
MOV DWORD [EBP-8],0
MOV DWORD [EBP-4],0

setpointer
mov eax, npc.scriptstate
jmp [eax*4+:StateTable]

;-------------------------------------------------

:StateIdle 
mov npc.framenum, 0
:shock_done
cmp npc.direction, 2
je :render
mov eax npc.X
cmp eax PlayerXpos
jg :face_right
mov npc.directive, 0
jmp :Render
:face_right
mov npc.directive, 2
jmp :Render


;-------------------------------------------------

:StateWalk
inc npc.frametimer
cmp npc.frametimer, walk timer
jl :Walk_end

mov npc.frametimer,0
cmp npc.framenum,1
je :1_to_0
jg :2_to_0

cmp npc.scriptstate, 2
je :0_to_1
jne :0_t0_2

:1_to_0
mov npc.framenum, 0
mov npc.scripttimer,2
jmp :Walk_end

:2_to_0
mov npc.framenum, 0
mov npc.scripttimer,1
jmp :Walk_end

:0_to_1
mov npc.framenum, 1
jmp :Walk_end

:0_t0_2
mov npc.framenum, 2
jmp :Walk_end

:Walk_end
add npc.X walk speed
cmp npc.directive, 0
je :render
add npc.X -dbl walk speed
jmp :render

;----------------------------------------------------

:StateShock 
mov npc.framenum, 3
jmp :shock_done
;----------------------------------------------------

:Render
add npc.Y gravity_level         ;gravity    
mov eax, npc.framenum                  
imul al, al, sprite width
add eax, L_framerect_distance 
mov npc.DisplayL,eax                    
add eax, sprite width                          
mov npc.displayR,eax
mov eax, U_framerect_distance  
cmp npc.directive, 0
je :face_left
add eax, sprite heigth
:face_left
mov npc.displayU,eax                   
add eax, sprite heigth                           
mov npc.displayD,eax   

:end_of_code
mov esp, ebp
pop ebp
retn
     
:StateTable
print :StateIdle         ;<ANP0000
print :StateWalk         ;<ANP0001
print :StateWalk         ;yes, this second one is here on purpose
print :StateShock        ;<ANP0003
There, I'm done.



Also she can only walk toward you anyway.
 
Jun 15, 2014 at 11:26 PM
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BLink said:
There, I'm done.

Also she can only walk toward you anyway.
Thanks!

I'm assuming there's no way to remove that walking limitation?
 
Jun 16, 2014 at 1:03 AM
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Brayconn said:
Thanks!

I'm assuming there's no way to remove that walking limitation?
I can, but I don't want to. /:

as in really, really don't want to.
 
Jun 16, 2014 at 1:27 AM
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BLink said:
I can, but I don't want to. /:

as in really, really don't want to.
Would it be easier if you dropped the facing player ability?
(I just now realised that I don't need that function)
 
Jun 16, 2014 at 1:39 AM
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Would it be easier if you dropped the facing player ability?

(I just now realised that I don't need that function)


okay I can do that.


Code:
offset NPC093

#define

L_framerect_distance = 0
U_framerect_distance = 0

sprite height   = 20
sprite width    = 10

walk timer     = 6
walk frames    = 3
walk speed     = 200
dbl walk speed = 400
gravity_level  = 5ff


#enddefine

push ebp
mov ebp,esp
SUB ESP,10                       

MOV DWORD [EBP-10],0
MOV DWORD [EBP-C],0
MOV DWORD [EBP-8],0
MOV DWORD [EBP-4],0

setpointer
mov eax, npc.scriptstate
jmp [eax*4+:StateTable]

;-------------------------------------------------

:StateIdle
mov npc.framenum, 0
jmp :Render


;-------------------------------------------------

:StateWalk
inc npc.frametimer
cmp npc.frametimer, walk timer
jl :Walk_end

mov npc.frametimer,0
cmp npc.framenum,1
je :1_to_0
jg :2_to_0

cmp npc.scriptstate, 2
je :0_to_1
jne :0_t0_2

:1_to_0
mov npc.framenum, 0
mov npc.scripttimer,2
jmp :Walk_end

:2_to_0
mov npc.framenum, 0
mov npc.scripttimer,1
jmp :Walk_end

:0_to_1
mov npc.framenum, 1
jmp :Walk_end

:0_t0_2
mov npc.framenum, 2
jmp :Walk_end

:Walk_end
add npc.X walk speed
cmp npc.directive, 0
je :render
add npc.X -dbl walk speed
jmp :render

;----------------------------------------------------

:StateShock
mov npc.framenum, 3
;----------------------------------------------------

:Render
add npc.Y gravity_level         ;gravity   
mov eax, npc.framenum                 
imul al, al, sprite width
add eax, L_framerect_distance
mov npc.DisplayL,eax                   
add eax, sprite width                         
mov npc.displayR,eax
mov eax, U_framerect_distance 
cmp npc.direction, 0
je :face_left
add eax, sprite heigth
:face_left
mov npc.displayU,eax                  
add eax, sprite height                         
mov npc.displayD,eax  

:end_of_code
mov esp, ebp
pop ebp
retn
    
:StateTable
print :StateIdle         ;<ANP0000
print :StateWalk         ;<ANP0001
print :StateWalk         ;yes, this second one is here on purpose
print :StateShock        ;<ANP0003




There.
 
Jun 16, 2014 at 3:11 AM
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Line Number: 101
Line Contents: add eax,sprite,height
Cannot recognize operand: sprite
 
Jun 16, 2014 at 3:32 AM
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Brayconn said:
Line Number: 101
Line Contents: add eax,sprite,height
Cannot recognize operand: sprite
I spelled "height" wrong and like an idiot tried to correct it halfway.

replace all instances of heigth with height
 
Jun 20, 2014 at 1:45 AM
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Hey there, BLink.
I'd like your assistance, as long as you're not busy.

All I need is an NPC that floats above the player's head (based on Santa's Key).
Thanks!

(Also I'd like to discuss the Kuro Blaster hack on Steam sometime soon)
 
Jun 20, 2014 at 2:28 AM
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Aar said:
Hey there, BLink.
I'd like your assistance, as long as you're not busy.

All I need is an NPC that floats above the player's head (based on Santa's Key).
Thanks!

(Also I'd like to discuss the Kuro Blaster hack on Steam sometime soon)

What do you mean, based on Santa's key?

A three sprite animation?
Have it replace that NPC in the executable?
make it occupy that area on the spritesheet?


(okay)
 
Jun 26, 2014 at 7:41 PM
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Is it just me being bad at assembly or can I not adjust the height of the slideshow NPC that you made for me?
 
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