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Official Tool/Sprite/Etc. Help Thread

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Can someone walk me through on how to use the rain cluster sprite, last time i tried doing it, the graphics for the rain would break and start showing random stuff
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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

Trying to insert the set pal version of imamelia's YI-Style Shy Guy with Pixi v1.2.12 and this happens. The only thing I modified about the cfg is the graphics page to use and this happened from the get-go.

Edit: Here's this too if that helps, like I said I didn't touch this part.


Edit2: You know what? I'm just gonna disable Meimei, something honestly seems bugged about it. I tried to insert the Snifit sprite found on this site beforehand and the first attempt had this same result as well. I'll just have to be more cautious.
Layout by RanAS, modified by yours truly.

I'm having problems modifying a custom sprite. All I am trying to do is create 2-square and 3-square wide Falling Platforms. I have managed to make the sprites appear correctly but you can still walk an invisible section of the platform to the right side of the sprite.

I am trying to get a better understanding of ASM, so any knowledge would be very helpful.
Hello! Why does the level 11A have one color ground blocks, but my custom level which I made out of level 87, and set to have the background of 11A, has a different color?


Originally posted by HappyDementor67
Hello! Why does the level 11A have one color ground blocks, but my custom level which I made out of level 87, and set to have the background of 11A, has a different color?

If you open the palette editor (#lm{pal} button), you'll see this:



The "FG Palette" dropdown will change the color of the ground. Level 11A uses FG Palette 1, so just change the dropdown to that.
You'll also have to change the actual ground graphics too if you haven't already. You can do that in the #lm{gfxby}, by changing the FG/BG GFX set to one of the "underground" tilesets.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Hey, I'm not sure where to post this, but could someone please do a disassembly of Reznor's fireball? I'm looking in SMW Sprites and don't see one. If someone's already done one, let me know. Thanks!

Bully for Smash! (please?)

Current Progress on Super Marrio World Burner:
A Link to the Idea Page
Total Progress: 0%
Originally posted by Bully With A Hat
Hey, I'm not sure where to post this, but could someone please do a disassembly of Reznor's fireball? I'm looking in SMW Sprites and don't see one. If someone's already done one, let me know. Thanks!


I'd suggest posting this into the ASM request thread
Okay, here's my promblem.
From the Sprite Respawner

The manual says :
Originally posted by Sonikku
;; Extra Property Byte 1 controls the timer before the sprite respawns
;;
;; Extra Property Byte 2:
;; Bit 0 (01): Don't spawn if Mario is too close (when Extra Bit is set)
;; Bit 1 (02): Display smoke effect on-generate (when Extra Bit is set)
;; Bit 2 (04): Play sound effect on-generate
;; Bit 3 (08): Use free RAM to disable respawning sprites
;; Bit 4 (10): Suppress sound effect if Extra Bit is clear


So I think I've misunderstood.#lm{sp}
I set the extra bye, which means 3 in my LM sprite add dial.
Then I want a short time, so I let my first "extension" be 1.
Then there's a problem of bits, so I suppose it is binary. I want my sprite to respawn with no extra delay if Mario's around; to have a puff of smoke and a noise; which is 110 in binary. I convert 110 to hex and it's 6.
So my "extension" value is now 16.
I don't know how long the 1 is, compared to 0? But after a good 10 SMW-seconds, still nothing happens, my sprite isn't respawned.

And btw I made the sprite killed by the Sprite Kill Muncher.

Thanks...
There are three customisations with PIXI: Extra bit, extra property bytes and extra bytes. The extra bit is set in the extra bit field when you manually insert a sprite in Lunar Magic, the extra bytes can be set in the extension field in the same window whereas the extra property bytes are set within the CFG / JSON file (first page in the CFG editor).

If you see a sprite which uses "extra byte(s)" or "extension" then the customisation is set within Lunar Magic and if it's "extra property bytes" or "property bytes", it's set withing the CFG / JSON file.
I'm having trouble inserting multiple dynamic sprites with PIXI.
It's complaining there's not enough space to incbin the graphics file. However, if I use Lunar Magic's 'Scan ROM' functionality, it tells me I have a total of 0x17F482 bytes of freespace available. Further, the largest contiguous free area is 0x19614 bytes. The graphics files in question are 0xFFFF bytes. Is this a known issue, and is there a way to circumvent it?
Thanks.


The issue is probably due to the size of the graphics; although each bank is technically 0x10000 bytes large, only the first 0x8000 bytes of each bank are actually mapped to ROM data (in LoROM mapping, at least). So your graphics file can't actually fit contiguously and you'll have to cut it in half.

If this is an SA-1 ROM though, then it is possible to map the full bank contiguously by accessing the data through the ROM mirrors in banks C0-FF (which mimick HiROM mapping).

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
I'm having issues with GreenHammerBro's Screen Scrolling Pipes. Since I patched these patches (below), the pipes have been broken (they worked previously), giving Mario right and upward momentum instead of transporting him.

I cannot remove these patches with Lunar Magic's restore feature; even when I load a point before I installed them, they still exist.

Do I have to start over, or is there a way to get rid of them? Alternatively, are they the problem, or did I do something else wrong?

Patches:
Better Powerdown by MarioFanGamer
Item Box to Player Position by HammerBrother

Also, I've also installed Ultimate Screen Teleporter by MarioFanGamer and mario90, which could also be a problem. I don't think there's any other things I've installed that could have caused this.
Originally posted by Thomas
The issue is probably due to the size of the graphics; although each bank is technically 0x10000 bytes large, only the first 0x8000 bytes of each bank are actually mapped to ROM data (in LoROM mapping, at least). So your graphics file can't actually fit contiguously and you'll have to cut it in half.

If this is an SA-1 ROM though, then it is possible to map the full bank contiguously by accessing the data through the ROM mirrors in banks C0-FF (which mimick HiROM mapping).

Thanks for taking the time to reply, Thomas. I've read about the need to deal with crossing banks when dealing with dynamic sprites with graphics files this large. I think most of the dynamic sprites in the sprites section with sprite graphics this large handle this already in their graphics routines, right? Regardless, ASAR's incbin directive should just dump it into the ROM (i'd imagine on a bank boundry) if there is enough contiguous space, shouldn't it?
Anyway, I managed to get it to work. I think the combination of patches and such I had applied broke my ROM somehow and was causing this not to work properly. I tried to remove/reinsert all sprites with PIXI and everything broke. It works fine after porting to a new ROM.
How do I have multiple Mario sprites? is there a patch for it? Thanks in advance!


Originally posted by meatloaf
I think most of the dynamic sprites in the sprites section with sprite graphics this large handle this already in their graphics routines, right?

Yeah, I believe any dynamic sprite accepted to the site needs to be insertable into a standard ROM as-is.

Originally posted by meatloaf
Regardless, ASAR's incbin directive should just dump it into the ROM (i'd imagine on a bank boundry) if there is enough contiguous space, shouldn't it?

It will, but again, it's not really contiguous, and Asar recognizes that. Lunar Magic considers it such cause the data is continuous in the file, but in the actual loROM mapping the largest possibly contiguous space is only 0x8000 bytes. If you do try writing across a bank border, Asar will emit a fatal error and abandon ship, cause it has no way of knowing what your intention there is.


Originally posted by ChillyMareep
How do I have multiple Mario sprites? is there a patch for it? Thanks in advance!

Depends on what you mean, are you looking for multiplayer or something else?

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by ChillyMareep
How do I have multiple Mario sprites? is there a patch for it? Thanks in advance!

Depends on what you mean, are you looking for multiplayer or something else?</div></div>

I saw a hack that allows multiple Mario sprites in one game - and no, I don't mean multiplayer. I think that the hack was called Super Russian World, and it basically allowed you to change which character you are playing by pressing R in the over world. Does this patch sound familiar? Thanks for the help! -ChillyMareep
Originally posted by ChillyMareep

I saw a hack that allows multiple Mario sprites in one game - and no, I don't mean multiplayer. I think that the hack was called Super Russian World, and it basically allowed you to change which character you are playing by pressing R in the over world. Does this patch sound familiar? Thanks for the help! -ChillyMareep


I know exactly what you're talking about and I'd love to know how it works too. It's in both Jump1/2 and Super Russian World, which allows the player to change Mario's Overworld and Level sprite graphics and palettes. I'd definitely like to know what patch it uses too since I haven't found any released patches that change GFX00, GFX10, and the palettes alongside the GFX32 graphics. I unfortunately haven't been able to find a standalone patch of this, but I can clarify that's what you're talking about.
I know this is a strange request, but I am running a very old Mac, and I can't seem to patch things. I have Wine and Maxkas, but neither seem to be working. I have a .zip file with my ROM and the patches. If someone on a Windows or a better Mac could patch it, and give it back to me, that would be awesome: https://bin.smwcentral.net/u/43050/appreciated.zip
You need Asar not any form of Xkas
@Blue Java ok here you go https://bin.smwcentral.net/u/39195/RomToBePatched%2528EDIT%2Bthat%2Bwas%2Bpatched%2Bwith%2Ba%2Bpatch%2529.ips
This is my non existent layout I plan on adding one soon.. or never

I have a discord server, feel free to join if you want
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