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Ask anything about SMW Hacking - 2019 Edition

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Is there any easy way to write into lunar magics exanimation slots if I have a list of the value I want in each frames? Or do I have to write them all manually?
this is probably a really nooby question but i'll ask anyway

is it possible to make any level slippery? i think i'm missing something obvious but i want to make level 106 a slippery level and i'm not sure how to do it, or if i can at all.
Originally posted by Ruben_
Is there any easy way to write into lunar magics exanimation slots if I have a list of the value I want in each frames? Or do I have to write them all manually?

Unfortunatelly, unless you have a .mwl file (of which you can copy the animation slots [and before you ask, yes, all of them]) you need to write them manually.

Originally posted by Divemissile
this is probably a really nooby question but i'll ask anyway [...] i think i'm missing something obvious[...]

Definitively. Have you ever had the idea to check "Make the level slippery" on #lm{1door}?
Originally posted by MarioFanGamer
Definitively. Have you ever had the idea to check "Make the level slippery" on #lm{1door}?

i knew i was forgetting to check something. thanks for telling me anyways though!
@MarioFanGamer Is there any documentation about .mwl file format? And if I have a .mwl file, how do I insert it into an exanimation slot?
If you have a mwl file you can just open that file press the #lm{exan} button click on "Copy All Slots" close that go to the level you want this exanimation to be in and press "Paste All Slots"

For the documentation all I could find is this and the wiki page dunno if that helps don't think that helps but whatev
Does anyone have problems with Spritetool on these latest Windows versions?

I remember that when I was an user of Windows XP/Vista, it was really fast to insert sprites. But in these latest Windows builds, it takes a lot of time to insert sprites (about 5 minutes for me), and sometimes the tool freezes and crashes before inserting all sprites. So I'm curious if it is only me that have these problems.
No, you're not the only one. Yeah, it really shows that sprite tool is an old tool.
Originally posted by kebabchilla
Hey there everyone! Just a question in terms of a graphical bugfix.

If you got a small and a big Yoshi in one room, both of them appear to get glitched graphics, consisting of Yoshis torso. Is there any (not that complicated) possibility to fix that?

Thanks! #smw{:peace:}

Probably not, as this is supposed to happen I guess
formerly known as TheBasicASMGuy or TBASMGuy for short. hi.
Originally posted by TheBasicASMGuy
Probably not, as this is supposed to happen I guess

Well a small and a big Yoshi aren't supposed to be in one room to begin with, so I don't think its supposed to happen it just happens because you aren't supposed to have two Yoshis in one room anyway.
The problem is that instead of changing the tile the sprite uses (Like most normal sprites do) Yoshi doesn't change what tile he uses the tile itself changeses via DMA. Having all of Yoshis tiles loaded at once would waste so much space that not many other sprites could fit so they just change one tile instead of using a different one all the time. The baby Yoshi just happens to write to the same tile the big yoshi uses for its head because as I said your not supposed to have two yoshis at once

The same applies for the player's graphics
Would it be possible to insert other game engines into SMW? I'm thining of porting the Sonic 2 engine over.
Hi, I'm a signature!
Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
Ok so I haven't done anything hacking related since 2013/2014 and would like to get back into it very slowly and at a basic level. What have I missed and where should I start? I already got the latest LM version downloaded and such.
Welcome back! #tb{:)} I vaguely remember you (your name definitely rings a bell).

If you're after the basics, how about you play some recents hacks? The vanilla contest entries of 2014 and 2015 respectively were compiled into collab hacks, and they're great examples not only of what the community is capable of, but also of how sophisticated level design standards have grown. This year's contest is still being compiled into a hack, but the judging's done and you're free to play the entries individually.

Technology-wise, I don't think a lot has changed. (And I guess you don't need to know immediately anyway.) Not sure if you still remember xkas, but it's now been replaced by a more sane and user-friendly assembler called Asar. Similarly, we now have GPS instead of BTSD for custom blocks, and AddmusicK for custom music (though as far as I can tell it's not entirely bug-free and the original author's vanished).

Oh, and a lot of cool new additions to Lunar Magic. You'd best check the readme for that.


 
Originally posted by WhiteYoshiEgg
Welcome back! #tb{:)} I vaguely remember you (your name definitely rings a bell).

If you're after the basics, how about you play some recents hacks? The vanilla contest entries of 2014 and 2015 respectively were compiled into collab hacks, and they're great examples not only of what the community is capable of, but also of how sophisticated level design standards have grown. This year's contest is still being compiled into a hack, but the judging's done and you're free to play the entries individually.

Technology-wise, I don't think a lot has changed. (And I guess you don't need to know immediately anyway.) Not sure if you still remember xkas, but it's now been replaced by a more sane and user-friendly assembler called Asar. Similarly, we now have GPS instead of BTSD for custom blocks, and AddmusicK for custom music (though as far as I can tell it's not entirely bug-free and the original author's vanished).

Oh, and a lot of cool new additions to Lunar Magic. You'd best check the readme for that.


Thanks for the recommendation for the vanilla hacks. Yeah Xkas was a pain in the Xkass. And as for me, I seriously cannot wait to get back into it!
I was trying to make a crash room (Including the fabled Dog), but for some reason, the ExGFX animation won't load correctly when emulated. It looks normal in Lunar Magic...
http://bin.smwcentral.net/u/28475/Screenshot%2B%25281%2529.png
...but in ZSNES it looks like a garbled mess.
http://bin.smwcentral.net/u/28475/Screenshot%2B%25282%2529.png
For some reason, the palette doesn't seem to be working, either. Can someone help me out with this?#smw{-_-}

modedit: don't stretch tables
Just asking:

Is there any way of fixing Yoshi´s glitchy looking tounge in castles without breaking following conditions:
1st - No ExGFX should be used!
2nd - No ASM should be required
3rd - Super GFX Bypass: SP1 = 0, SP2 = 1, SP3 = 12, SP4 = 3 mustn´t be changed
4th - hopefully i didn´t forget to mention any other important conditions due to my stupidity :P

So, if you know a way around that strange appearance of Yoshi´s tounge I´d be thankful for your help. If there isn´t a way around that, I hope my hack will still be accepted (when I submit it :P )








You could change the sprite that shows instead of Yoshi's tongue so it looks normal, just don't use the entity that you got the graphics from in your hack at all.
Originally posted by Leiras
Is there any way of fixing Yoshi´s glitchy looking tounge in castles without breaking following conditions:
1st - No ExGFX should be used!
2nd - No ASM should be required
3rd - Super GFX Bypass: SP1 = 0, SP2 = 1, SP3 = 12, SP4 = 3 mustn´t be changed
4th - hopefully i didn´t forget to mention any other important conditions due to my stupidity :P

Change the vanilla GFX files to include Yoshi's toung tiles.
Other than that, use a no Yoshi entrance for your castle levels. Otherwise, no. Not without at least violating one of these rules.
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Originally posted by JackTheSpades

Other than that, use a no Yoshi entrance for your castle levels.


Yeah, that would probably help. But my problem is that you get a Yoshi in this castle (and not that you can bring one in this level). Yeah I forgot to mention that. Sorry.


Originally posted by JackTheSpades

Change the vanilla GFX files to include Yoshi's toung tiles.


So this seems to be the only solution left. So, let´s see, whether i can do this.
Nontheless thanks for your (and IronFoxGaming´s) help.








Can someone help me out with my Annoying Dog problem? I used ExAnimations to make a dancing dog crash room in my hack. In Lunar Magic, the dog looked perfect, but sun emulated, it looked like feet and Missingno had a baby, plus the palette wasn't working correctly. Can someone help me out with this?
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