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Official Tool/Sprite/Etc. Help Thread

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Originally posted by Shiro
Thank you !
I'll try to change it so adresses are set to zero only on certain levels, but the basis are here, and it'll definitly be a lot hepful for me to go on
I have another question though
How do you make a midway point that doesn't make you big ?
(By the way, i'd like to still have a midway point that actually makes you big for my first levels, but if it's not already made, 'guess i'll do it myself too)

Apply this with ASAR:
Code
org $00F2E2
db $80

and the midway points will not give powerups at all.
You will have to create one that makes you big if you want both of them to coexist in a hack, though.
Is there an easy way to copy and paste a ExGFX.bin into LM? My workflow:
GIMP -> SnesGFX -> LM Import Map16

Not only did I ask SnesGFX to *not* remove redundant tiles (so I can test animation without manually moving 8x8s) but also LM seems to have removed redundant pieces anyway? And being able to paste the entire uncompressed GFX into the Map16 area would speed up this process...

EDIT: Tried both raw (unoptimized) and optimized+MWL (loading level aftwerwards in LM) btw if that makes a difference. Obviously #2 is going to have the redundant bits removed in LM 8x8


Originally posted by Runic_Rain
Is there an easy way to copy and paste a ExGFX.bin into LM? My workflow:
GIMP -> SnesGFX -> LM Import Map16

Not only did I ask SnesGFX to *not* remove redundant tiles (so I can test animation without manually moving 8x8s) but also LM seems to have removed redundant pieces anyway? And being able to paste the entire uncompressed GFX into the Map16 area would speed up this process...

EDIT: Tried both raw (unoptimized) and optimized+MWL (loading level aftwerwards in LM) btw if that makes a difference. Obviously #2 is going to have the redundant bits removed in LM 8x8

Not entirely sure what exactly you're referring to. By "redundant pieces", do you mean in the Map16, or in the 8x8 graphics? Because SnesGFX will optimize the actual Map16 regardless; the 'remove duplicate/flipped tiles' options just refer to the output 8x8 tiles.

If you choose the "output Map16+MWL" option for the tilemap output, then you can get the properly-assembled tilemap from the MWL file.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
I'm referring to the duplicate 8x8s in my Map16 I built in GIMP. Preview shows when I turn off remove dupes that the output keeps them in and my handmade file stays the same.

Small example of 2 16x16 tiles in my file:
_____
|00 01|
|00 00|
_____
|01 00|
|00 00|

Save Unoptimized. Result in SnesGFX:
_____
|00 01|
|00 00|
_____
|01 00|
|00 00|

Save Unoptimized. Result in LM:
00 01

Save Map16+MWL. Result:
00 01

Load level for Map16+MWL:
No level layout. BG unchanged. *(Bypassed GFX. Loaded ExGFX91.bin + Pallet to FG1. Assuming I did it all correctly. I might be missing a step?)

Edit: Typo


Check the actual graphics files in YY-CHR. Lunar Magic does not modify the ExGFX/Map16 files at all, so what you see is what you get.

Also make sure you actually reinserted the ExGFX files.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Ran everything through it's paces again and found 2 issues, one resolved...

1) Loading the map16 failed the last couple times but worked fine this time. I think it needs to be loaded before the MWL. There needs to be documentation on either that or SnesGFX :/

2) SnesGFX is WYSIWYG in LM (output ExGFX.bin is the same as loaded by LM, it garbles it but the map16 still holds some of that ungarbled data) except it completely removes all blank tiles in the map16. Not 8x8 subtiles I think. just 16x16 tiles. So AB___C imports as ABC into LM. This was part of what was ruining my alignment. I'll just throw random dots around I guess if I need to fix that.

Thanks for sticking with me though Thomas! I'll probably write a tutorial on this since there isn't much info :/ (once I feel like I know my tools better)
Hey sorry if this is to much but I am looking for a way to have the SMB3 bowser in my rom hack without having to do any ASM coding myself (im bad at it)

Thanks!
-------------------------------------------------------
Ive restarted it
Name:Super Mario Endless World
World 1: 100%
World 2: 100%
World 3: 30%
World 4: 2%
World 5: 2%
World 6: 2%
World 7: 2%
World 8: 2%
World 9: 2%
Special world: 15%
Star world: 10
Originally posted by Haithius
Hey sorry if this is to much but I am looking for a way to have the SMB3 bowser in my rom hack without having to do any ASM coding myself (im bad at it)

Thanks!


I don't think you can get fully away from ASM since there isn't a sprite up for it. If you can read asm though you might be able to get a working setup with some variation of this block for the floor plus some variation of a boss sprite for the bowser possibly this one. (Not going to defend those recommendations, I haven't looked at the code, but nothing else seems remotely related to what you want. Unless I missed it somewhere.)

Seems like you're moving pretty fast on your hack! If you poke at the linked resources a little bit and use the SWRAM Map I'd imagine it wouldn't be too insurmountable. If it's outside your expertise, seems like around here getting help with "custom" bosses is pretty rare (with exceptions like the boss you're looking for since it's a well-known Mario standard!!!). Given what it is, maybe you can try requesting it. First post has some good heads-up guideline info. Some Resources to add to your request might be what I linked. The more the better though! Maybe even a youtube link to the boss fight?

EDIT: Seems there's a request up for the SMB3 Bowser already actually! Dynamic sprite maybe? and a hopeful year out? You can always just set space aside for it and hope it comes out next C3 I guess? :D
Sorry if this isn't the right place to ask this, but I'm new to hacking/smwc. I was looking for a way to make koopas jump when a shell is coming towards them like in Sheffy 2. This is probably so simple, but I honestly have no clue on how it's done.
Originally posted by RandyPeter
Sorry if this isn't the right place to ask this, but I'm new to hacking/smwc. I was looking for a way to make koopas jump when a shell is coming towards them like in Sheffy 2. This is probably so simple, but I honestly have no clue on how it's done.


I'm not familiar with that specific hack but if the koopa is shell-less then the yellow ones are programmed to do that naturally if the koopa has a shell it'd be a custom sprite.
how do extened sprite number work
Hi

I wanted to see how the "Much better raccoon patch" is, but it says to set the freespace, yet the only mention to freespace I have in the asm is

Code
org $00D908
autoclean JML RaccoonSFX
NOP

freespace noram
RaccoonSFX:
LDA #$08
STA $14A5|!base2
LDA $1DFA|!base2
CMP #$01
BEQ JumpBack


Should I just replace noram by for example $7E005C? Is that all it takes?
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
Originally posted by Romano338
Hi

I wanted to see how the "Much better raccoon patch" is, but it says to set the freespace, yet the only mention to freespace I have in the asm is

Code
org $00D908
autoclean JML RaccoonSFX
NOP

freespace noram
RaccoonSFX:
LDA #$08
STA $14A5|!base2
LDA $1DFA|!base2
CMP #$01
BEQ JumpBack


Should I just replace noram by for example $7E005C? Is that all it takes?

Insert it like normal patches, Asar sets the free space for you.
Originally posted by Romano338
I wanted to see how the "Much better raccoon patch" is, but it says to set the freespace

The patch was originally meant to be applied with xkas, which made you look for free space yourself. It's since been converted to Asar, but the readme hasn't been updated to reflect that.

Don't worry about noram either - it's a command telling Asar it's okay to look for free space closer to the end of the ROM. You never need to replace that with anything (and that patch doesn't need a free RAM address anyway).


 
Originally posted by WhiteYoshiEgg
The patch was originally meant to be applied with xkas, which made you look for free space yourself. It's since been converted to Asar, but the readme hasn't been updated to reflect that.

Don't worry about noram either - it's a command telling Asar it's okay to look for free space closer to the end of the ROM. You never need to replace that with anything (and that patch doesn't need a free RAM address anyway).

Thank you very much ;)
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
Where can I find the baseball bat power-up thing? You know, when mario has a baseball bat and can shoot away enemies, baseballs from Chucks,...
I've seen it a couple of times in hacks, but I can't find anything on SMWC (not even through Google)
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1


I think this is what you're looking for?

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer


It's just in Mandew's file bin (he's the author of the sprite, I believe).

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Okay, here's my problem.

Using the Player HP Meter patch, how do I make the health bar actually show up? The code seems to work because it takes a few hits to kill the player, but there is no visual indicator.
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