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Ask anything about SMW Hacking [V.2.0]

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Originally posted by Hailstorm
What is Map16-7k, and how do I use it? I've been wondering this for quite a while.


It's a feature of LM that allows you to rip ExGFX.

More here.
It's rather annoying how easily my questions are getting buried.

Originally posted by imamelia
I really hope this isn't the wrong place to say this...but if anybody still doesn't know how to insert custom sprites, or the graphics for them, PM me and I'd be glad to help. I remember not being able to do it myself only a few weeks ago, even after reading a tutorial or two, so I feel your pain.


Q#1:
Originally posted by imamelia
Ironically enough, I myself have a question about custom sprites: Where are the graphics for the Para-Beetle? The sprite itself comes with Sprite Tool, but I can't seem to find its graphics anywhere.


Originally posted by imamelia
I just inserted a bunch of Davros's custom sprites into a test hack, things such as different-colored coins and flying P-switches. Most of them worked great, but I seem to have a few problems:


Q#2:
Originally posted by imamelia
My green P-switch appears not to be carryable, even though I'm quite sure all the other colors are. I checked the cfg editor, and unless I overlooked something, none of the options in there could change this property. Needless to say, I do want it to be carryable like the others.


Q#3:
Originally posted by imamelia
My normal and custom flying question-mark blocks don't leave used blocks behind when they are hit. They spawn the sprites okay (although not quite in the right place), they just don't turn into stationary brown blocks like the normal sprite flying question-mark blocks do. How do I change this?


Q#4:
Originally posted by imamelia
I made a copy of both the .asm file and the .cfg file for the normal question-mark block sprite, and I set the two .asm files to spawn different sets of four sprites and the second .cfg file to use "flying_question_block2.asm". (I can't remember the exact name. It was the name of the original file with a 2 after it.) I changed the first table in the .asm files so that my normal-block-1 spawns a mushroom/flower/feather/star, and my normal-block-2 spawns a green/red/blue/yellow Koopa shell. Unfortunately, although the first block doesn't do anything terribly wrong (see question 2), the second block, when hit, causes the entire screen to go black, effectively ending the game. What should I do here? It is possible to have both blocks if I use two .asm files, right?


Edit: I just realized that it may be because the Koopa shells are sprites DA, DB, DC, and DD, all of which are above C8. That, I suppose, is why it doesn't work. But is there any way I can make a block, generator, or sprite-throwing sprite spawn Koopa shells?

Originally posted by imamelia
My custom shooters don't work right. I changed the custom sprite number in the regular custom shooter to 10, which is a Missile Bill in my sprite list, and the custom sprite number in the "no_mario" shooter to 5B, which is a Big Bullet Bill in my sprite list. For some strange reason, though, they both seem to generate a short-stem Venus Fire Trap, custom sprite 04 in that particular sprite list. I have no idea what the problem is.


Q#5: Does anybody have any solutions for this?

Originally posted by imamelia
My goal sphere generator also does not work. When all the sprites on screen are killed, instead of generating a goal sphere, it just makes the screen go black.


Q#6: Once again...any solutions?

Q#7:
Originally posted by imamelia
How often does the Palenemy Lakitu throw sprites? Every 8 frames? Every 16 frames? See, if I use the palette ExAnimation, but don't put the same number in each box, then that might make Lakitu throw different sprites. In fact, if the spawning frame isn't a factor of 16, he could throw up to 16 different sprites in the same level!!


Q#8: In fact, as far as question #4 goes...
Originally posted by imamelia
could I do that with other sprites, too? For example, say I was planning to use the customizable Lakitus. Say, for example, that I wanted one Lakitu to throw only one kind of sprite, but I wanted another to throw two sprites randomly. Could I simply copy the .asm and .cfg files, change the code of one .asm files, and then set the other .cfg file to use "asmfile2.asm"?


I would appreciate some answers, please. I hope I'm not being too insistent or rude by asking so many things, but I'm getting quite sick of waiting, especially on questions 2, 3, and 4: nobody other than me even posted in the thread those questions were originally in.

Edit: Q#9: Where are the Sledge Brother's graphics?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by Broozer
@Aiedaiil: Of course you can! You can't, however, use one ExGFX slot for more than one ExGFX files, I mean, if you're already using BG1, for example, you cannot use it for another ExGFX file. You can use all of the slots available for your ExGFX files, including the Extended Animation slot.


Yes, I realize that. What I am wondering is can you use two Map16 pages for the same level? so you can use two completely different ExGFX by using FG3 and FG2? It doesn't seem to work with me.
My Custom Super Mario World Levels

I really don't know anything... the items and level creating i'd probably get a B- maybe... but I don't know anything about the graghics.... How are you suppose to add the custom sprites and blocks into lunar magic, how do you unzip files... how do you move the midway entrence and main entrence.... ect(I should go searching for anwsers around the site but I'll do that some other time when I feel like it)
this account is redacted and I was 10 when I made it
please check Pie-jacker875.
how do i create3 ExGFX?
NEED SOME ONE TO PUBLISH -ZERO TWO- THEME
Originally posted by andrew
how do i create3 ExGFX?

You create custom ExGFX with a program called YY-CHR, it is fairly simple to use, it's a bit like Paint however the palette's can sometimes hard to understand as they appear different in the YY-CHR program.

Once you have drawn your ExGFX you would have to insert them into the ROM. To do this you would have to learn how to transfer the the tiles from the 8x8 tile editor to the 16x16 tile editor - (Creating a Map16 page). This would take a long time to explain, but there a few videos on Youtube that can help you out.
How do you change whether or not you see the "egg rescue" cutscene after Wendy and Lemmy Koopa boss battles? Is it level specific or is there a hex edit?
Userbar

View my YouTube channel here!
View my website here!
If you click "overworld" on the OW editor and go to "change boss sequence levels", you can change which levels have the cutscene.
Originally posted by Matt23488
After using Tinymm to convert MIDI to .mml, what do I do with the .mml, how do I use it for custom music?

Hi, I saw that some blocks works in horizontal levels but not in my vertivcal levels (like the no mario block from blocktool) there is a special setting in lunar magic to fix that?
Originally posted by matt23488
After using Tinymm to convert MIDI to .mml, what do I do with the .mml, how do I use it for custom music?


Change the file extension to a .txt and insert it with one of the versions of AddMusic.
Now with extra girl and extra hacker
Originally posted by Noobish Noobsicle
and insert it with one of the versions of AddMusic.


You can't just insert it like that. You can to fix some octave errors, put channel numbers and intruments (and also reduce the file size). The custom music tutorials in the documents section will guide you in doing that.


I am putting info boxes in yoshis house, but when I hit them they come up as the same messege. One block says 1 on it, and the other says 2, and when I edited the messeges both 1 and 2 are different but not when I hit them in the game, is this a problem with yoshi's house? or did I screw up?

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Yeah, so what if I haven't shoveled out my signature yet, I'll get to it later.
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Originally posted by BloodyToothBrush
I am putting info boxes in yoshis house, but when I hit them they come up as the same messege. One block says 1 on it, and the other says 2, and when I edited the messeges both 1 and 2 are different but not when I hit them in the game, is this a problem with yoshi's house? or did I screw up?

No, that is completely normal when using level 104. If you don't have Yoshi, you get message 1, and if you have Yoshi you get message 2.
My YouTube channel
Get the official ASMT resource pack here!

Yes. Click on "Level --> Copy Background Image" and choose the level you want to copy the BG from. You might have to change the background Map16 Page to get the graphics right.


 
I edited level C5 and now it won't show up correctly, what should i do?
Did you use shift+F8 to fix the problem with sprite 19? If you did, and if Mario starts on a submap, the intro level is actually level 1C5. If not, then I don't know. Sorry...
How do you add ExGFX on the OW or the title screen?
I've seen hacks that's done that.
But how?
Simple. For the OW, just go to "Overworld" on the toolbar, choose "Change Submap FG Graphics", and insert your ExGFX files there.
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