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Ask anything about SMW Hacking! (Generic version)

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Go to the overworld editor and click in "overworld" -> "change boss sequence levels". Then you choose which level will do each sequence.
Yeah, I don't mean this. I mean, how can you change the video itself?
I play different games on Twitch, I did speedruns of Pokemon Red and Gold, Mario Party 4, but I also do SMW stuff.
I only stream to make progress on my hack currently. Check out my twitch!

Exits done: 50, Overworld: 99%
Play through Taomb Demo 3
Taomb is alive again. Check my Twitch as I work on in it when live.

I'm planning on adding HDMA to my hack, but I need to know some things.

1. What order do I use the HDMA kit and Addmusic to get both working in the same rom? (yes, I'm starting with a clean rom)

2. Am I able to change the HDMA effects for a level whenever I want? Or will I have to switch to a new rom?

3. Are there any problems caused by the HDMA patch that I will have to fix later myself? Like how you have to fix the pow/star glitch after inserting music?

Thanks :)
Wrong thread -_-

Plus you are using Icegoom's tileset badly.
Originally posted by Isaac
Wrong thread -_-

Plus you are using Icegoom's tileset badly.

Oops! Sorry about that!

When an ExGFX file is made to overwrite the original ground blocks, is there a special way to insert them?

(Such as the Custom Bonus Room ExGFX)
You don't have to insert Map16Page.bin and Map16PageG.bin for those kinds of ExGFX. Other than that. there's nothing different from inserting "normal" ExGFX.


 
How do I make it so certain FG tiles draw over Mario? Or would I just have to edit existing ones?

Also, how might I change the limit to the amount of fireballs that can be onscreen?
My SMW Hack -
Spyro's Adventures: The Missing Tail
Sample video
Completion: ~10%
Exits: 14
I think my hack can been rejected without Discussion.
Sorry, about my bad english. Because I'm Indonesian.
Originally posted by Pukachi
How do I make it so certain FG tiles draw over Mario? Or would I just have to edit existing ones?


Do you want to make the tiles look like Mario's walking behind them?
Open the 16x16 tilemap editor (change the pages with Up/Down), left-click on the tile you want to edit and click on "Edit 16x16 Attributes". Now, select "Layer priority enable" from the dropdown menu and click OK. Go to a blank page (Pages 2-F are possible) and right-click where you want the tile to be. Don't forget to press F9 to save!

You can paste the tile in the level when you select "Direct Map16 Access" in the Add Objects window (I don't know if you already knew this...)



 
Originally posted by Isaac
I'm planning on adding HDMA to my hack, but I need to know some things.

1. What order do I use the HDMA kit and Addmusic to get both working in the same rom? (yes, I'm starting with a clean rom)

2. Am I able to change the HDMA effects for a level whenever I want? Or will I have to switch to a new rom?

3. Are there any problems caused by the HDMA patch that I will have to fix later myself? Like how you have to fix the pow/star glitch after inserting music?

Thanks :)


In case you haven't tried it yet, I sure can help you out with some more information, since I'm using both addmusic and HDMA in TRSPR.

1. I tried adding the HDMA first, and addmusic after that. Worked fine, and it doesn't caused any problems at all. Inserting song after that works fine as well. (Please note: By the time I added HDMA the effects for all the levels were already set up in the txt-file, so I don't know if changing them after adding addmusic does work.)

2. I'm not to sure if I understand your question exactly, I guess you mean room instead of rom? If that's the case I can say, that you can't switch HDMA-effects throughout the levels, and you can't change them in sub-levels either. That doesn't make sense, since you'll find that in the effects-list there is every level in LM listed, but it's not working. I assume it got totally overlooked by bad beta-testing.

3. There are quite a few problems, and if there wasn't that one particular effect I wanted to use in one level so badly I would have switched to another rom instantly. TSRP3 has HDMA too at the moment, but in fact the first thing I'll do when I get back to work on that one is to take out the HDMA. My suggestion is, if you don't want it for something neccessarily, don't use it, you have maybe more luck with waiting on Bio's kit, which will undoubtely better. Anyway, that's what HDMA causes: As said in the readme, you have to enable a few layer priorities, mostly for pipes but also for some other things, because most sprites will appear for the FG. That's not only annoiyng for piranha plants (For example you can't place them behind bushes anymore like done in the title screen level, unless the bush has layer priority), but also for Lakitus (in pipes) and for the wooden spikes in castle levels for example.
In addition, if you finally decide to use a effect in a level, you'll have much more limitations (which means hardly a level in TSRPR uses HDMA), the ground-guided grinders for example will appear behind the BG, same thing for the Torpedo Launcher during it's launch status, and worst of all: If you're taking an sprite through a pipe it will be invisible during that and if Mario is holding the sprite in front of him, part of him will be invisible as well.

That should be all, I hope that helped you. If you're deciding using it after all, I wish you good luck. ;)

Is there a public release of that SMB3 chomper sprite?
I know it is not in the sprites section and ive seen the graphics with other downloaded sprites. That sprite is in multiple hacks, so I wonder if its shared. Thank you if you can tell me!
Originally posted by wirtzzz
Is there a public release of that SMB3 chomper sprite?

Yes.
Could someone tell me where to get that SMB3 chomper sprite please?
Will a gameboy advance emulator work. also how would you use one

@wirtzzz = I believed it may be in Sprite Tool. But I haven't been hacking since 4 months.
@Mega Zario = No, the SNES won't work on that.
I'm done hacking SMW and SMK. Focusing on let's plays.

My Channel: http://www.youtube.com/user/Kyon2570?feature=mhee
Current Projects: *NEW* Super Mario: Buried Treasure by Kc
Finished Projects: A Strange Mission by WhiteYoshiEgg, Demo World: The Legend Continues
Future Projects:An SMWCentral Productions 2.0 [Keep it up! I will LP it too!]
Thank you for your help LuigiVsKoopa, but it is not there.
I already gone through every sprites in sprite tool. I just went through again just now and no...
I got a question. Everytime I try to insert ExGFX into my ROM the background is always messed up. Also when I put my 16x16 tile blocks on they are also gargled. Is their anyway to fix this.
When you insert the ExGFX, do you mean the ExGFX inserted in BG1? They are probably messed up because you haven't made or inserted its map16 page. The 16x16 blocks that you mean, are they the FG? If yes, does these "blocks'" graphics are included in the same ExGFX file as the BG?
I'm trying to use a ExGFX that changes my background. I did insert the 16x16 tiles already but those are also messed up. I tried inserting graphics real quick but nothing happens. The ExGFX that I downloaded also came with a .TPL file.
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