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Official Tool/Sprite/Etc. Help Thread

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ok. in blocktool, i already had the mushroom block inserted. it works fine, thats not the problem. the problem is when i try and put the quicksand block into blocktool, it overwrites where the mushroom block was, and now the mushroom blocks are now quicksand. it does this for every custom block i try and set up in block tool, even if i set the block number to 352, when the mushroom block is block number 351. PLEASE HELP. I HAVE HAD TO RESET UP THE MUSHROOM BLOCK 3 TIMES BECAUSE OF THIS.


I was planning to have custom bosses, I inserted them and they worked. Unfortunatly, Mikeyk's level end sprite crashed all of the others! It's probably too late but I would like to know what happened.
Ok, I have an issue which is probably really easy to fix.

Basically, I downloaded the custom Sprites, and out of the two I've tested (on Yoshi's Island 1), they both come out looking like total blurs (just random rubbish attached together).

However, they do perform the right actions (Birdo and Bowser are who I tested, Bowser chucks heaps of Hammers, Birdo spits awful looking eggs).

How can I make them look normal? I honestly am clueless here, and I apologise if it's written somewhere obvious, but I promise I did look. >_>

EDIT: I figured out why it seemed so difficult. I was using an old version of LM that didn't have some options. All fixed.
I'm having an issue with my custom sprites (using Sprite Tool 1.35). So far I have made two levels, using levels 105 and 106. When I play level 105 before playing 106, all my custom sprites work fine, but after I beat level 106, I go back to level 105, and this happens...

My custom sprites glitch in random places:

Image Hosted by ImageShack.us

Those are both supposed to be red rideable Shyguys, but now they're suddenly gray and stay in place.

Image Hosted by ImageShack.us

Supposed to be a blue rideabe Shyguy.

The sprites just glitch at random. I could enter level 105 again and a different set of custom sprites will glitch. The custom sprites then also glitch in any level after completing 106. I think level 106 is causing the problem somehow. I did use quite a few NPC sprites in that level, as well as the Submarine Pop sprite. Anyway, this is how my sprite text looks:

00 npc_still_msg1.cfg
01 rideable_balloon.cfg
02 snift_rideable_blue.cfg
03 npc_shortwalk_msg2.cfg
04 npcl2.cfg
05 npcl3.cfg
06 npcl3short.cfg
07 npcl2short.cfg
08 npc_longwalk_msg3.cfg
09 npcl4.cfg
0A npcl4short.cfg
0B AutoWalk.cfg
0C marinepop.cfg
0D poptorpedo.cfg
0E blooper.cfg
11 shyguy_rideable_red.cfg
1A venus.cfg
1B beezo_rideable.cfg
1C shyguy_rideable_blue.cfg
1D spring_board_stationary.cfg
1E hammer_bro.cfg
1F 1-up.cfg

Thanks for any help.
Hi! Currently I'm working on a vertical cave level in my hack! The only problem is that the backround is messed up like this:



I don't know the cause or the solution to this problem. I hope someone can help me with this.
You need to have your starting point at 6 or higher or else your going to get the garbage.

I need help with the exgfx of my custom sprites. they work but the graphics are gltched.
are you talking to me??em ot gniklak uoy era
Okay, thanks. I have another problem now. In a horizontal level, after I come out of a secondary level, I come up from a vertical pipe. While going up, the screen starts at the top and then comes down to where I am. After that, everything is normal. I tried setting the FG intial position, but it didn't work. Please help me with this.
Did you try the BG setting? I kind of get what you're talking about, though. I'm not exactly an expert, so you don't have to trust my opinion here, but... I usually set BOTH FG and BG to the same number and it works most of the time. Anyway, if that doesn't work I don't know what to say. I'm still learning myself.

Actually, I came to post my own question about the classic Piranha Plants. This may be noobish, but... I've implemented both piranhafix patches and created the ExGFX to make the stem, but the graphics are still glitched. In LM, it shows the vine as red, and when I play the game, the vine is gone and a black square with a green vertical line is in its place. I apologize if this has already been answered, or if I'm just overlooking something obvious. It's just frustrating to me. Do I need to start over and try again? (Oh, and I have a clean ROM, in case that's an issue.)

EDIT: Okay, maybe it is an issue. When I first started hacking, it was a clean ROM. Of course now that I'm working on it it's not. Is THAT the issue? LM says the file has been successfully patched...

Also, one problem was that I was trying to implement classic piranha plants with a Banzai Bill tileset... and that "black square with a green vertical line" is actually part of the Banzai Bill. Can't really change that one I'm afraid. Still, can someone help with the "red stem" part?

Second EDIT: Okay, don't answer my question. I worked it out.
Thanks for the help, but I still have the same problem, and it even happens when I shoot out from a slanted pipe. I set both the BG and FG Initial Position to C0, but it still happens. When I set them to something else, I end up dieing; or the backround messes up. Someone please take the courtesy to help me and all these other people who haven't had help after posting around a month ago...
I downloaded the lightning2.cfg sprite and inserted it with sprite tool v1.35. but when I inserted it in the ROM and played it, the level wouldn't open and there was like a buzzing sound.


edit - figured out my original mario rom was corrupt. but now when I insert sprites, they perform the right actions, but they look glitched up and stuff, even when I change the Sprite GFX. what could I be doing wrong here?
I have a sprite related question: How do I change the palette used by a custom piranha plant sprite? I am using a short-stem piranha plant sprite and I want to make the head green like in SMB3. Changing the palette using the cfg editor seems to have no effect.

I was just wondering if there is something that I can change in the asm file to change the palette.
Originally posted by Vinifera7
I have a sprite related question: How do I change the palette used by a custom piranha plant sprite? I am using a short-stem piranha plant sprite and I want to make the head green like in SMB3. Changing the palette using the cfg editor seems to have no effect.

I was just wondering if there is something that I can change in the asm file to change the palette.


Have you re-inserted the sprites after changing the palette of the Piranha Plant in the .cfg editor?
I tried that twice, just to be sure.
I figured it out myself.. the palette properties were hardcoded in the asm.. so I just had to change a couple of values.
I have a question about frozen sprite block

how do I edit the very first byte of the .bin?
is there anyway to have blocktool super deluxe not overwrite custom blocks it didnt insert?
Your layout has been removed.
How to insert exgfx
Tharthan Aquanashi
Since you are unable to read documentation, Imajin, please ask in the Noob forum.
Using SpriteTool, and with the help of Cory's SpriteTool tutorial, I inserted the 'Classic Goomba' sprite into my level, and it's working perfectly! But that's not the problem, when I insert the Sprite I first have to use Super GFX Bypass to change SP1 to ExGFX100 and SP2 to ExGFX101 (both included with the tut) which messes up some sprites (such as, when used on 104, I noticed the info-box turned into a pirhanna plant head) I've heard this is unfixable, if it isin't tell me, but that isin't the biggest problem, I also have to import a custom pallete called 'Pallete A' (again. included with the tut) which makes the Goomba look normal but also makes the foreground look weird and get's me dome garbage in the background! Is there any way to use Pallate A for the goomba but not for the FG/BG?

Edit: Doesn't matter, I've figured it out.


Please support my hack. :D
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