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Ask anything about SMW Hacking [V.2.0]

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Originally posted by Mario hacker !
How do you change the song of the title screen?


Either hex edit address x018C7 with a hex editor or if you use AddMusic RevX, you can assign yr title track in the .ini file.

Originally posted by Mario hacker !
And how do you change th GFX of the Over World?


In the Overworld dropdown menu in the OW editor, go to Change Submap FG Graphics or click on the blue mushroom on the OW editor. If you use ExGFX, the ExGFX files must be between 80 and FF. Standard graphics are between 0 and 31.
I've noticed that sometimes not all the coins that I place in LM appear in game. Why is that?
Originally posted by Hailstorm
I've noticed that sometimes not all the coins that I place in LM appear in game. Why is that?


You can fix that with the Item Index Memory under Change Properties in Header. Usually you can have the first room to a level be 0, the second room be 1, and so on. However, i've read that 2 & 3 can sometimes prove glitchy, though i've never tested this myself. I trade off with just 0 & 1 and have had no issues to date.
Okay, so when you go to the 8x8 tile editor and press F9, and click OK, where do the GFX that you changed go to?
How do I use the Buster Beetle? The Beetle's block sprites have glitched graphics, and even when I change the graphics to look like turn block sprites, the blocks go right through Mario without even hurting him. I know the "busterblk.cfg" sprite is involved, but what do I do with it?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
First insert both sprites. Then put the # of the sprite you put the buster beetle's block in buster beetle's ASM file:

Code
SPRITE_NUM = $A4		; set this to the sprite # of the custom throw block


Change that to whatever number you put the block in.
alright, whenever i quick extract my GFX from my rom i get a file called "allgfx" how do i make it so i get all of the original files?
I think a post layout goes here somewhere...
Easy. Click "Options" in the toolbar, and uncheck "Use Joined GFX Files".
How do you use the bridge/pipe function in LM overworld editor
I have a question... I've made walk-through pipe tiles in my hack... but... I want to walk behind them in the illusion of walking inside the pipe... so I made the tiles act like numerous walk-through tiles but I always end-up in front of them... why?
Select "Layer priority enable" in the 16x16 attributes window. Also, don't forget to right-click on the position of the tile and to press F9 to save the changes.


 
BG editing help

I went to the DOC section and down loaded "Coreys ExGFX Tutorial", and as I was slowly wrapping it around my brain I hit a snag:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CHAPTER 5: ExGFX Backgrounds

Here's the method I use to make custom-made backgrounds:

1. Go to the level you wish to make a new background for.
2. Go to: Level, Super GFX Bypass...; then take note of what GFX file is loaded for BG1
3. Go to: File, Graphics; then extract GFX from rom.
4. Go to the Graphics folder and copy the GFX BIN file that was used for the level.
5. Create the ExGFX folder, paste the file, and rename the file ( exgfx files are ALWAYS: 'ExGFX' followed by a hex # from 100-FFF)
6. Go to: File, Graphics; then insert both GFX and ExGFX
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

My intent here it to take level 19 (an unused "test" area), and turn it into a castle area (like level 7).
Now for step 5 I'm not sure if I was supposed to do something in Lunar Magic to create the folder, so I just did it myself and made a new folder called "ExGFX" beside the "Graphics" folder Lunar magic created. I Copied "GFX19.bin" and renamed it "ExGFX19.bin".
But when I go to insert the GFX or ExGFX (and I make sure both the expand and modify the ROM options are both checked), I get a warning that says to extract the other graphics and reinsert them in 4bpp format as well.
Well that's what I'm trying to do, but I can't do both at the same time. And I'm afraid if I "proceed anyway", I'm going to mess up my ROM beyond my ability to fix it. I'm also worried that messing with this GFX19.bin file is going to mess up any level that uses that background.
Any suggestions, or am I worried about nothing?
Extract GFX->Insert GFX->Insert ExGFX->Boom.
In regards to the auto-scrolling, if I wanted it to change speeds during the level, can I just put the scrolling sprite where I want the speeds to change, or do I need to put in a turn off generators sprite between them? I'm just worried that without turning off the first auto-scroll, they might clash and glitch the level.
I don't think you can. You may be able to go from slow --> medium, but don't use fast. And i know for a fact you can't slow down. I think, after starting the first one, the auto scroll disregards all other autoscroll commands.
<TLMB> I use YY-CHR to edit DNA
Could somebody please tell me how the Screen Scrolling pipes work? I know there was a forum that explained how to use them, but I can't find it! If someone could explain how to use them, or PM me the link to the forum (or anything else that could help) that would be great...
Originally posted by ChaoticFox
Could somebody please tell me how the Screen Scrolling pipes work? I know there was a forum that explained how to use them, but I can't find it! If someone could explain how to use them, or PM me the link to the forum (or anything else that could help) that would be great...


Originally posted by Screen Scrollable Pipes Readme
1-Back up your ROM in case something goes wrong. I cannot stress this enough!

2-Move your ROM into this folder and rename it to "smw.smc"

3-Open your ROM in a hex editor and look for a spot with 0x1000 free bytes or more. Make sure you have the location written down and that it's in SNES address. If you do not know how to convert from PC to SNES, find Lunar Address and use that!

4-Open defs.asm (you can open it in a text editor) and change the !DataLocation value to the SNES address you obtained in (3). You can also change the Map16 Page to any page you want now. It doesn't have to be page 4 anymore.

5-Before you patch anything, make sure that you have Lunar Magic's ASM in your ROM. (As in, you've saved at least 1 level so far.)

6-Open pipes.bat and that should apply all the ASM to your ROM. That's it! that's the hard part! =P

7a-If you don't have any other custom blocks in your ROM (yet), open noblocks.bat. That will apply noblocks.asm, a patch I made for anyone not using any other custom blocks. This doesn't mean you can never use other custom blocks, it just means you haven't put any in yet.

7b-If you are using the old version of BlockTool, open oldbt.bat to apply oldbt.asm to your ROM. If you decide to later switch to BTSD, you don't need to change anything for the SMB3 Pipes to continue working.

8-Open Lunar Magic's 16x16 Tile Map Editor and go to the page you want the SMB3 Pipes to be on. Note: Nothing else can be on this page! Hit F2 to load the Map16 tiles and F9 to save them to your ROM.

9-If you want to use the graphics I added, Hit the Red Mushroom button in Lunar Magic to extract your Graphics. A folder named "Graphics" should be in the same directory as your ROM. If all you see is a file named AllGFX.bin, go to "Options" in Lunar Magic and uncheck "Use Joined GFX Files," then re-extract the graphics. Copy the files in the "GFX" folder and paste them in the "Graphics" folder. Then, in Lunar Magic, hit the Green Mushroom. This will reinsert the graphics to your ROM. Refresh the level for the changes to appear.

10-That's it! Feel free to make a test level to be sure it all worked out. The sample level I provided uses Map16 Page 4. If you didn't use this page, you have to make your own test level. Sorry, =/
Actually, I used Ty's patch. I'm really sorry that what I asked was very general. I actually meant how to really use them. I have them on Map16 page 4, no custom blocks have been added, and I noticed in the test level, blank tiles were used right in front of pipes. Were those custom blocks? If your answer isn't in the reply you already submitted, I'm sorry for making you go through the whole song and dance.
When making and submitting custom graphics, how do I make a map16 page? I don't mean simply make the page in Lunar Magic by piecing together 8x8 tiles, but actually create a page that can be loaded, like the "Map16Page" and "Map16PageG" pages that come with some ExGFX sets.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Simply press F2 while you're in the 16x16-editor. This will create a map16page.bin of the page you're currrently on.
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