Language…
16 users online: anonimzwx, bradcomp, codfish1002, Danik2343, deported, Domokun007, Golden Yoshi, Heitor Porfirio, iamtheratio, Knight of Time, ModernKiwi, mtheordinarygamer, Sammmoo,  StayAtHomeStegosaurus, Tomi P, xxxblackangel2208xxx - Guests: 276 - Bots: 271
Users: 64,795 (2,375 active)
Latest user: mathew

How to the replace the Turn Blocks with Bricks Blocks

TUTORIAL LEVEL: INTERMIDATE, BEGINNER FRIENDLY

What's this about?
This tutorial will tell you how to convert your Turn Blocks in SMB3 Breakable Bricks.

What do you need?
1. Windows XP/Vista/7
2. Xkas OR Asar
3. Lunar Magic
4. The breakable brick patch (Xkas version Asar version)
5. The SMB3 Bricks graphics. (Link)
6. YY-CHR 0.99 Beta 2012

Applying the patch
The first thing we obviously need to do is apply the Brick Block patch.
First of all, backup your ROM. That's important.
If you're using Asar, make sure you have the Asar version or the patch, put Asar, your hack and the patch in one folder.
Then double click Asar, type the name of the ASM (default: "turnblockpatch.asm") and hit Enter, then type your ROM's name and hit Enter again.

Or if you're using Xkas, make sure to have the Xkas version and read this tutorial if you do not know how to apply the patch. And it does require freespace, by the way.

Putting the graphics
If you test your hack, the Turn Blocks should act as Brick Blocks now! But, the graphics are incorrect! Read this chapter to fix them.
First of all, open your hack in Lunar Magic, then go to Options and make sure that "Use Joined GFX Files" is unchecked.
Then hit the Red Mushroom (#lm{extgfx}). This will extract the game's graphics.
Now, you will need to open two instances of YY-CHR. In the first one, navigate to your hack's folder, and you should see that a new folder called Graphics has appeared!
From that folder, open "GFX33.bin". If you only have "AllGFX.bin", make sure that the "Use Joined GFX Files" option in Lunar Magic is disabled.
Once you've opened the file, all you will see is random non-sense. To fix it, search for where it says "1BPP (YX)" and change it to "4BPP SNES/PCE CG".
Even though the palettes are odd, the graphics are now right. Remember that second instance of YY-CHR? Well, do the same for it, but instead of opening GFX33.bin frim your hack, open GFX33.bin which came with the brick block set.
Now, after applying the patch, the spinning turn block animation is unused, so we will use its slots to store our brick.
To do it, make sure that the zoom in both YY-CHRs is set to "x4".
Now, go to the YY-CHR with the brick, then select the top-left corner and it should select the whole brick animation. Picture:


Hit Ctrl+C on your keyboard now. Then, go to the second YY-CHR, and look to left of the coins. You will see something resambling the spinning turn block. Select it and hit Ctrl+V. Picture:

Note: above picture is from my hack, some things might not look the same.

Now, save it.
The next thing we should worry about is the bounce frame. In the GFX33.bin YY-CHR, open "GFX00.bin". Somewhere in that file, you should see a turn block.
Now, switch the zoom to "x8" on both YY-CHRs. Then, go to the brick copy of YY-CHR, and select the third top tile, which should be the first state of the brick. Picture:


Now, just hit Ctrl+C, then select the Turn Block in GFX00.bin and hit Ctrl+V to replace it. You should have this now:

Again, image above is from my hack, some things will not be the same.

If you do, save and continue. If you don't, redo this step.

Okay, now go in Lunar Magic and hit the Green Mushroom button (#lm{insgfx}). This will insert your new GFX.

Animating the brick
This is the last step of this tutorial.
If you go to your game, you will notice that your brick looks a little... Strange. It doesn't animate! Well, let's fix that, shall we?

Method 1
Open your hack in Lunar Magic. Press the spining turn block button (#lm{exang}).
If you have ANY global ExAnimation, choose the first unused slot. If you don't, use slot 00.
Now, from the "Type" box, select "2 8x8s: line". Leave the trigger as "None".
Leave "Colors" empty and put 4 in the "Frames" box. At "Destination", put 68.
If you look at your 8x8 Graphics Editor window, you will see that tile 0x68 is a part of a Turn Block.
Now, let's put the frames! Because we replaced the spinning animation, you will be good by just copying the slots I will give you. If you want to see how everything works, open your 8x8 Editor, press Ctrl+Shift+Page Down and scroll to the animations.
For the frames: put 5C8 in the first box, then put 5D8 in the one on its right.
In the next one, put 5E8, and in the one next to it, put 5F8. This will animate the top half of the Brick Block.
Click on "Copy Slot" to copy the slot. Go to the next slot available.
Now, click on "Paste Slot". The ONLY change you need to make is change the destination from 68 to 6A.
Good! Now we need to animate the bottom part.
Remember the slot we skipped? Select that. Now, fill it in with the following:
Type: 2 8x8s: line
Trigger: None
Colors: (blank)
Frames: 4
Destination: 6
Frames: 5CA 5DA 5EA 5FA
After you've done it, copy the slot. Go to the next available slot and paste what you have copied.
Change the destination from 6 to 16. Press OK.

Method 2
Open up the 16x16 Tile Map Editor (#lm{16x}) and go to page 0x01.
Now, select the first Turn Block you see. On left, there are some properties. We are mainly interested in the tiles.
I've selected tile 117, which is a Turn Block with a flower inside. If you look on the left, you will see the following:
Code
68 69
6A 6B


Replace this with:
Code
EA EB
EC ED

You will now see that the block is animated! What did we do? Well, remember we replaced the tiles for the spinning turn block? If you have messed with Map16 before, you will know that there is a turn block that always spins. (it's tile 48) Well, you're basically replacing the 8x8 tiles used to create the Turn Block with the 8x8 tiles used to create the spinning turn block! Now, select the next block and replace the tilemap, then select the next one and repeat until you've replaced all of them. Press F9 or the disk button on the 16x16 editor to save your changes.

Method 3
Open the 16x16 Tile Map Editor (#lm{16x}) and click the icon with a turn block that's darkened on all sides except for one. This will turn on 8x8 Editing Mode. On page 0x0, there's a spinning turn block. Well, we replaced the graphics for the spinning turn block, meaning its a brick already animated for us! Select it. Note that your selection is 8x8 meaning you will have to select 4 tiles to select the 16x16 block.
Now, press the down arrow. This will lead you to page 1. This page contains the turn block tiles. Right-click in the top left corner of a Turn Block (there are plenty). You will see that it has replaced the tiles. And the good thing is, you're in 8x8 Mode, so there are no "Acts Like" settings! After pasting the tiles, they're still selected, so just right click on the other turn blocks to replace their tiles. After you're done, press F9 or the disk button to save.

Congratulations! You have finished the tutorial. If everything worked, good for you, if not, keep trying!

Closing
Thank you for reading this tutorial. If you have any feedback or questions, please respond to this thread.
Thanks for reading!
-Telinc1

NOTE: I explained the long way of transferring graphics, as if the reader made any graphical modification, replacing the graphics may overwrite something.
NOTE 2: This tutorial is a bit unfinished in terms of screenshots.

Edit: Added two more methods to do the final step.
Edit (24th August 2012): Replaced some button explanations with emoticons.
You don't need to add in a new global animation. All you need to do is make it so that all of the blocks use the tiles of the turning animation of the old blocks. (now shiny animated blocks, considering you replaced them in the GFX files (I think there is another file you have to go through if you want this to fully work though))

Anyway, nice tutorial overall.

- BlackMageMario
Originally posted by BlackMageMario
You don't need to add in a new global animation. All you need to do is make it so that all of the blocks use the tiles of the turning animation of the old blocks. (now shiny animated blocks, considering you replaced them in the GFX files (I think there is another file you have to go through if you want this to fully work though))

Anyway, nice tutorial overall.

- BlackMageMario

Actually, this is quite a good idea.
I will add it to the tutorial after I finish what I'm doing.

Edit: Now that I fully read your post, I just want to add that in all three methods you're either overwriting the tiles with ExAnimation (animation always has higher prority than the tiles) or are changing the tiles used, so it's just a waste of time to replace the turn block in GFX14.
I can't download the ASAR version. ):
Please, can you post the link again?

Anyway, nice tutorial!
Originally posted by souL
I can't download the ASAR version. ):
Please, can you post the link again?

Anyway, nice tutorial!

Done, problem was Alcaro now has a new website and the Asar downloads were moved to there and the old one is invalid now.
I can't access or find the Asar...
Thank you.
Whoops, I meant the Asar file, not Asar itself. Sorry.
Thank you.
You can download it here.