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Ask anything about SMW Hacking [V.2.0]

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It's that easy, huh?

Actually, I might have heard that somewhere, but forgotten, just like what happened with the title screen movement.

By the way, if I hex-edit Morton, Ludwig, and Roy's HP, could that be a problem for Roy if the number is too high? The walls would keep moving inward, wouldn't they? So if I set the number too high, wouldn't the walls move so far in, Mario wouldn't have anywhere to stand?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
No, the walls eventually stop closing in, so there shouldn't be any problem.
Thats about the skymarine/pop Sprite.
I can insert marinepop.cfg but I dont know,how I can insert poptorpedo.cfg and .asm.
Help me out please!

F-Mario X News:C3 Thread Ahead!
By the way, I gaved up hacking SMW. I think I'll come back, but not yet. ~ X-King
where is the GFX file to change the item box's graphics?
I think a post layout goes here somewhere...
Originally posted by tam6231990
where is the GFX file to change the item box's graphics?

GFX 28.

NOTES:

You have to set the view to 2bpp GB.
There is only one corner of it, the rest is mirrored.
Now with extra girl and extra hacker
Why is it that when I try to download mikeyk's SMB2 sprite pack, it just downloads an empty .zip folder onto my computer instead of one with the sprites in it?

And if this can't be avoided, can I change the Birdo that comes with Sprite Tool into one that acts like the one in SMB2 simply by unchecking the "Dies when jumped on" box in the .cfg editor? (I'm assuming it will still take 3 hits to kill, and the carryable egg that comes with Sprite Tool works and is also rideable.)

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
@X-King: First you insert both sprites in the sprite lists. Then open up the marine pop's asm file and find

Code
!PROJECTILE = $57


Where it says 57, you have to put the sprite number you inserted the pop torpedo as.
Originally posted by Noobish Noobsicle
Originally posted by tam6231990
where is the GFX file to change the item box's graphics?

GFX 28.

NOTES:

You have to set the view to 2bpp GB.
There is only one corner of it, the rest is mirrored.


lol k thanks

I think a post layout goes here somewhere...


I need to use the "Calculator" for blocktool, but i dont know where to open the Calculator. (I know, i'm trying to learn the block tool but i dont even know how to open the Calculator.)

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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 need to use the "Calculator" for blocktool, but i dont know where to open the Calculator. (I know, i'm trying to learn the block tool but i dont even know how to open the Calculator.)

Go to Start -> All Programs -> Accessories -> Calculator.
I can be a good overworld designer, so if you're not good at designing overworlds, you could ask me.
Start Menu --> Programs --> Accessories --> Calculator. (Alternatively, press Windows + R, type calc and press enter.)

EDIT: Beaten.


 


...Oh, i didnt know it was the computers calculator...

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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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Hello, everybody. I'm having a problem that's bugging me...

In one of the castles in my hack, I used a Magikoopa. Everytime the Magikoopa's Magic hits a turn block, it turns into a Yellow Koopa, right? Okay, good.

However, in ONE of all the turn blocks the magic hits, a Thwimp appears. Is it possible to prevent it from appearing, and make it so that all the turn blocks turn into a Yellow Koopa?

Thanks.
CarbonFan645:
Code
0BE7D	$01:BC7D	1 byte	Sprite number	What Magikoopa's magic transforms turn block into (1-up)
0BE83	$01:BC83	1 byte	Sprite number	What Magikoopa's magic transforms turn block into (Coin)
0BE89	$01:BC89	1 byte	Sprite number	What Magikoopa's magic transforms turn block into (Thwimp)
0BE8F	$01:BC8F	1 byte	Sprite number	What Magikoopa's magic transforms turn block into (Yellow Koopa)

That should do the trick. :P
To make it a little easier for you: Change the bytes at x0BE7D, x0BE83 and x0BE89 to 07.


 
Thank you, Uminin and WhiteYoshiEgg. The turn blocks only transform into Yellow Koopas now.

:)
I'm using my own ripped graphics files, but I don't know how to get the correct palette. Do you know how I can get a different palette than the default one? (Like a different one of the ones on the 8x8 editor)
My Custom Super Mario World Levels

In lunar magic:

Level>Enable Custom Palette

Then, open up the palette editing window, and the changes you make will only appear in that level.
Now with extra girl and extra hacker
Was that answering my question? It didn't really answer the question, but I've already fixed it.
My Custom Super Mario World Levels

How do I change colors 6D and 7D of the overworld palette? I think those are the two colors used for the level tile dots (am I correct?), but for some reason, they won't change in the palette editor. If I wanted to, for example, use green and blue instead of yellow and red, would that be possible? Are any of the colors in the second half of the overworld palette possible to change? (Also, tiles 1D6-1DF, 1E6, 1E7, and 1E9-1EF are unused and therefore okay to edit, right?

While we're on the subject of overworld tile editing, is there any way to change the green Mario paths? As in the actual path tiles themselves?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
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