OFFERING SPRITES
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TheAquuaHybridCreated:
I need people to like me so im importing sprites for people. Going down the comments 1 by 1.
erm, i just need to know how to use an image as a spritesheet XDuh, do you mean like. using the 'GRP's?
I would like smb sprites, just the mario sprites, just the regular mario, mini and big(when you get a mushroom) sprites. Petit modem is hating me now. But, if you can, would you place each sprite in the middle of the sprite boxes so when i use collision its acurrate?
EDIT:MS paint, google and petit modem are your friends, also, smilebasic sprite editor can help with the sprite box reloaction.
I would like smb sprites, just the mario sprites, just the regular mario, mini and big(when you get a mushroom) sprites. Petit modem is hating me now. But, if you can, would you place each sprite in the middle of the sprite boxes so when i use collision its acurrate? EDIT:MS paint, google and petit modem are your friends, also, smilebasic sprite editor can help with the sprite box reloaction.On it.
K thanks.I would like smb sprites, just the mario sprites, just the regular mario, mini and big(when you get a mushroom) sprites. Petit modem is hating me now. But, if you can, would you place each sprite in the middle of the sprite boxes so when i use collision its acurrate? EDIT:MS paint, google and petit modem are your friends, also, smilebasic sprite editor can help with the sprite box reloaction.On it.
Just so you know, this is going to take an assload of time to do, http://www.spriters-resource.com/fullview/31487/K thanks.I would like smb sprites, just the mario sprites, just the regular mario, mini and big(when you get a mushroom) sprites. Petit modem is hating me now. But, if you can, would you place each sprite in the middle of the sprite boxes so when i use collision its acurrate? EDIT:MS paint, google and petit modem are your friends, also, smilebasic sprite editor can help with the sprite box reloaction.On it.
He meant, NES Super Mario Bros...NES super Mario Bros, smileBasic can't do ds sprites. Just non fire, mini and big Mario from the NES version of super Mario Bros. Duh. Here http://www.spriters-resource.com/nes/supermariobros/sheet/50365/
I need people to like me so im importing sprites for people. Going down the comments 1 by 1.Very cool! I'd like the same thing as cmart592, please. EDIT: Still a very cool offer, but cancel my request for mario. I just found a key (EEVXV8AE) (Thanks DJ) on miiverse that has the sprites. It probably will get removed eventually so grab it quick. If you get a chance, MEGAMON, the Arcade versions of the Donkey Kong spritesheets would be awesome!!!
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOH that makes sense.He meant, NES Super Mario Bros...NES super Mario Bros, smileBasic can't do ds sprites. Just non fire, mini and big Mario from the NES version of super Mario Bros. Duh. Here http://www.spriters-resource.com/nes/supermariobros/sheet/50365/
Guess you probably feel kinda stupid now, right? But I wonder, can smilebasic emulate ds games? Probably not.OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOH that makes sense.He meant, NES Super Mario Bros...NES super Mario Bros, smileBasic can't do ds sprites. Just non fire, mini and big Mario from the NES version of super Mario Bros. Duh. Here http://www.spriters-resource.com/nes/supermariobros/sheet/50365/
. . . can smilebasic emulate ds games. . .We've been over this.
Machine code <- the fastest we could ever get: the native running speed System API <- more machine code , now some of the 3DS code is here. Pretty much full speed SmileBASIC <- the app, interpreting your code at still a very good speed Your program <- interpreted, and now much slower than pure machine code. [emulator] <- [the code you have to emulate whatever. On top of the interpretation.] This incomprehensible diagram explains why Smilebasic isn't good for emulation. Actual DS games have all the speed available at the level where "SmileBASIC" is. Your code does not.Lumage is entirely right. There's no way in hell you'd get 1 DS game to run on SmileBASIC. The processing speed of SmileBASIC is much, much slower. If SB used compilation, then sure, that'd work fine. Even if you attempted a port, it would be ~20 faster. But DS games are natively C++, so you'd need to create an interpreter for C++. All I can say is, if you can do it, good luck. Besides, SmileBoom said that it should be fast enough to make games like on the PS1. Notice the "like". DS > PS1
Lumage is entirely right. There's no way in hell you'd get 1 DS game to run on SmileBASIC. The processing speed of SmileBASIC is much, much slower. If SB used compilation, then sure, that'd work fine. Even if you attempted a port, it would be ~20 faster. But DS games are natively C++, so you'd need to create an interpreter for C++. All I can say is, if you can do it, good luck. Besides, SmileBoom said that it should be fast enough to make games like on the PS1. Notice the "like". DS > PS1I'm pretty sure the DS isn't more powerful than the PS1. They're around the same, maybe a bit weaker? The statement of PS1-power was conjecture about execution speed, which still isn't even there. We're looking at SNES/GBA power, slightly more. Also, I think DS games were written in C and asm, not C++.