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Ask anything about SMW Hacking - 2019 Edition

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I was not sure about this popup, so yeah :D That cleared it up =) Thanks again!
so im making a vanilla smw rom hack right now, its my first one, and i just want some level design tips
and also it plays perfectly fine in the rom, but in lunar magic yoshis island 3 looks corrupted and i cant really edit it, so i want some help with that too
Originally posted by somesupersaiyan
so im making a vanilla smw rom hack right now, its my first one, and i just want some level design tips
and also it plays perfectly fine in the rom, but in lunar magic yoshis island 3 looks corrupted and i cant really edit it, so i want some help with that too


Can you explain what you did? Sounds like you changed the GFX or something else.

EDIT:
Question for myself:
I add a new background to my hack. The second one!
I inserted the ExGFX files and set the palettes and such but right after opening the preview level to copy%paste the background, the preview level is just random jank. What happend?

https://imgur.com/Io6cPxa
Originally posted by zimmertr
This didn't get answered in 2.0, so i'm re posting it here.


Originally posted by zimmertr

Edit2: I downloaded the SMWC Rom and I currently have it open in Lunar Magic. I was just wondering if there was anyway to rip individual graphic from it? I Noticed they have the clouds that i want.. and they have the mushrooms i want.. and the coins... etc.


Originally posted by Ramp202

You mean SMWCP? Just extract the ExGFX from the rom and search for the GFX you want. Look in the level with the graphics than press the Red Poison Mushroom to find out what the ExGFX Numbers are.





I'm sorry, I'm quite a noob. I still don't understand. Like, in the SMWCP rom, you can see the classic style goomba's for example. How would i identify which one of the compresses gfx files that is. IE, how do i know if it is GFX0E, GFX0F, GFX12, etc? That way i can know which GFX file to insert into my rom hack.


Edit1: Is there anyway to extract your overworld from your rom and insert it in another rom?
I'm a noob myself tbh :/
Originally posted by ChrillePan
Originally posted by somesupersaiyan
so im making a vanilla smw rom hack right now, its my first one, and i just want some level design tips
and also it plays perfectly fine in the rom, but in lunar magic yoshis island 3 looks corrupted and i cant really edit it, so i want some help with that too


Can you explain what you did? Sounds like you changed the GFX or something else.

EDIT:
Question for myself:
I add a new background to my hack. The second one!
I inserted the ExGFX files and set the palettes and such but right after opening the preview level to copy%paste the background, the preview level is just random jank. What happend?

https://imgur.com/Io6cPxa


I figured out my problem. I disabled this button, because the second background used the place where my first background was set. ( all custom )



What do I need to do to assign the background tiles to another Page of the 16x16 editor so they do not collide with different backgrounds I add?

Thanks in advance!

EDIT: I found a Thread about it but if their is a tool or something, let me know =)
Originally posted by ChrillePan
What do I need to do to assign the background tiles to another Page of the 16x16 editor so they do not collide with different backgrounds I add?

Thanks in advance!

EDIT: I found a Thread about it but if their is a tool or something, let me know =)

That tool is known as Lunar Magic. You can always move the tiles to a different page since when you insert a Map16 file, Lunar Magic has got the new tiles selected which their tile numbers are not final yet. Once you have done so, you possibly have to remap the background. There is a button called "Remap" on the Background Layer 2 Editor. This allows you to move the tiles to a different page. To do so, simply enter the following at the bottom text box:
Code
XX00-XXFF,MYY00

where XX is the original and and YY the new page.

Edit: Small mistake in the formula.
Originally posted by MarioFanGamer
Originally posted by ChrillePan
What do I need to do to assign the background tiles to another Page of the 16x16 editor so they do not collide with different backgrounds I add?

Thanks in advance!

EDIT: I found a Thread about it but if their is a tool or something, let me know =)

That tool is known as Lunar Magic. You can always move the tiles to a different page since when you insert a Map16 file, Lunar Magic has got the new tiles selected which their tile numbers are not final yet. Once you have done so, you possibly have to remap the background. There is a button called "Remap" on the Background Layer 2 Editor. This allows you to move the tiles to a different page. To do so, simply enter the following at the bottom text box:
Code
XX00-XX00,MYY00

where XX is the original and and YY the new page.


Thanks for the tip! I got it to work :D The only silly think for me is calculating in Hex, but I can get used to it. Thanks a lot
Originally posted by ChrillePan
Thanks for the tip! I got it to work :D The only silly think for me is calculating in Hex, but I can get used to it. Thanks a lot

It's just filling the placeholder, nothing needs to be calculated. Also, the formula has got a small mistake where only tile XX00 got remapped but not XX01-XXFF.
Originally posted by MarioFanGamer
Originally posted by ChrillePan
Thanks for the tip! I got it to work :D The only silly think for me is calculating in Hex, but I can get used to it. Thanks a lot

It's just filling the placeholder, nothing needs to be calculated. Also, the formula has got a small mistake where only tile XX00 got remapped but not XX01-XXFF.


With calculating I mean how many pages I need to go down or up.
I had to go from Page 85 to Page 82, which in my case is -300 in hex.
The last steps where moving the tiles down on the page to fit.
Originally posted by ChrillePan
With calculating I mean how many pages I need to go down or up.
I had to go from Page 85 to Page 82, which in my case is -300 in hex.
The last steps where moving the tiles down on the page to fit.

To clear up misunderstandings: There is nothing to calculate with my method! You're thinking of the top textbox which does use offsets but the bottom code doesn't, it uses absolute tile numbers.
I need help adding a custom sprite which kills other sprites:

I wanted to add this sprite:
https://www.smwcentral.net/?p=section&a=details&id=19185

So I downloaded the latest Pixi Version and did the following:

- Created a list.txt file inside the pixi folder and added

00 sprite_killer_box.cfg

as first line

- Added the files from the Sprite into the sprites folder ( the asm and cfg )

Started with pixi.exe, drag and dropped my romhack into it and he also say it was successful

If I now open the romhack via LM, I can not seem to find the sprite I added. It does not go with GFX, it should be empty, but I can not find it via description.

Thanks a lot in advance
Most sprites you'll get from the section won't automatically add themselves to a sprite list. To insert a custom sprite in your level manually in Lunar Magic, be in the sprite editing mode (#lm{sp}) and press the Insert key in your keyboard. Type the sprite number you put in Pixi (in that case, 00) and in the extra bit field type either 2 (for extra bit clear) or 3 (for extra bit set).
It's easily the best thing I've done
So why the empty numb?
Originally posted by Koopster
Most sprites you'll get from the section won't automatically add themselves to a sprite list. To insert a custom sprite in your level manually in Lunar Magic, be in the sprite editing mode (#lm{sp}) and press the Insert key in your keyboard. Type the sprite number you put in Pixi (in that case, 00) and in the extra bit field type either 2 (for extra bit clear) or 3 (for extra bit set).


Thanks!

Whats the difference between extra bit clear and extra bit set?

EDIT: If I enter 00, I still add a green Koopa?
Originally posted by ChrillePan
Whats the difference between extra bit clear and extra bit set?

Some sprites have different behaviors depending on the extra bit. If they do, they'll say so in their description or .asm file ("if the extra bit is set, it'll do x"). If they don't, either 2 or 3 will do, but you need to set it as one of those two to flag the sprite as custom. Otherwise you'll add a normal sprite (which is why you added a green koopa instead).
It's easily the best thing I've done
So why the empty numb?
Originally posted by Koopster
Originally posted by ChrillePan
Whats the difference between extra bit clear and extra bit set?

Some sprites have different behaviors depending on the extra bit. If they do, they'll say so in their description or .asm file ("if the extra bit is set, it'll do x"). If they don't, either 2 or 3 will do, but you need to set it as one of those two to flag the sprite as custom. Otherwise you'll add a normal sprite (which is why you added a green koopa instead).


I understand! Thanks!
One question in addition for this:

I added the custom sprite and it does work, but the description always tell me "An undefined custom sprite". Is their a way to change that, so I knew what I did their?
That's the default description and appearance of a custom sprite in Lunar Magic. Which is why PIXI supports JSON: You can set its appearance with the CFG editor.
where do i go to request a custom sprite?
it would be the Elevators in SMB 1 (the up/down platform generators)
Originally posted by Elie Barnes
where do i go to request a custom sprite?
it would be the Elevators in SMB 1 (the up/down platform generators)

Here, after you read the rules and following the format properly. However, what you want already exists.
It's easily the best thing I've done
So why the empty numb?
Is there an uberASM that clears the level/teleports mario after collecting all coins?
Hey everyone!
I want to use a Skullraft for my custom made lava tiles and I thought my custom block would fix it. I found out the Skullraft can float on any solid block so I did this:

Code


db $37

JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH
JMP Cape : JMP Fireball
JMP MarioCorner : JMP MarioBody : JMP MarioHead
JMP WallFeet : JMP WallBody

MarioBelow:
MarioAbove:
MarioSide:
RTL

SpriteV:
	LDA !9E,x				; \ If the sprite's type is equal to 61...
	CMP #$3D				; |
	BNE Label_0000				; /
	LDA #$30				; \ Make this block solid.
	STA $1693|!addr				; |
	LDY #$01				; /
	BRA Label_0001
Label_0000: 
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
Label_0001:					; > --------
RTL

SpriteH:
	LDA !9E,x				; \ If the sprite's type is equal to 61...
	CMP #$3D				; |
	BNE Label_0002				; /
	LDA #$30				; \ Make this block solid.
	STA $1693|!addr				; |
	LDY #$01				; /
	BRA Label_0003
Label_0002: 
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
Label_0003:					; > --------


Cape:
Fireball:
MarioCorner:
MarioBody:
MarioHead:
WallFeet:
WallBody:
RTL




print "Custom Tile for Skullrafts"


Still, the Skullraft just drops down.
What am I missing here?

Thanks a lot!

EDIT: Got it... Just have to copy my custom lava sprite and let it act like 159. Thats all! Thanks
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