Language…
17 users online:  Anorakun, bradcomp, DanMario24YT, DasFueller, DimeR, Green, GRIMMKIN, Kwat1, Rykon-V73, Serena,  Shoujo, signature_steve, SMW Magic, steelsburg, Tulip Time Scholarship Games, vktr,  yoshi3706 - Guests: 289 - Bots: 387
Users: 64,795 (2,373 active)
Latest user: mathew

Ask anything about SMW Hacking [V.2.0]

Link Thread Closed
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 246
  • 247
  • 248
I guess, you made the tiles use a whole palette row. You have to keep in mind that only the first eight colors count for layer 1, the other eight for layer 2. In other words, yes, you're limited to eight colors for each layer. :/
Actually, Layer 1 that's on page 1 can only use the last 8 colors of the palete, but if they are on page 0 they can use all colors. Same with Layer 2, I assume.

correct me if I'm wrong plz
Originally posted by Ultimaximus
Originally posted by deffon1993
Okay, so I wanted to use a sepeate graphics file for each submap.

I copied GFX1E, renamed it ExGFX89, inserted it into the Exgraphics folder and sucessfully inserted it into the rom.

Then I went and changed Forest of Illusion's FG4 graphics from 1E to 89, saved, and ran it in an emulator.

However, no matter if I start a new game on Forset of Illusion or get to it with a pipe, warp star or exit tile, the colors on FG4 looks messed up.
I've also tried beating a level in Forest of Illusion, but still, nothing happens when I return to the map.

Please help.

Did you start a new file when testing it?


No, I copied the file itself, I didn't copy+paste everything in new file (so it should be the right size).
Sorry if I wasn't clear enough.

Originally posted by buu

I guess, you made the tiles use a whole palette row. You have to keep in mind that only the first eight colors count for layer 1, the other eight for layer 2. In other words, yes, you're limited to eight colors for each layer. :/


The new ExGFX is an exact replica of the original FG4 graphics, and and they don't use the first eight colors of the palette, do they?

Waluigi needs his own game, he doesn't even have character!
...
Currently working on Waluigi's Treasure Hunt.
Hi guys, is there anybody having problems with the palette?
this is really bugging me... and the solution to this one may be very simple for the advanced users, but to me it isn't... i still can't figure it out.

The thing is this:
I downloaded a very cool looking ExGFX for my hack... It is Obsidian serpent's slashman FG and BG stuff, wich i really like and i want to use in my hack.
This is very long to explain, but to make it short, the FG set has mainly 2 colors: Brown for the dirt and green for the vegetation, some of them in the same tile. When i check the FG file in YY-CHR, looking for the colors it uses i can se, FOR SURE that for the vegetation it uses from colors 09 to 0F (i think so) and for the dirt it uses colors from 02 to 07... So good so far?
WAIT! wait 'till i insert the ExGFX. When I do that, and insert the map16.bin into my map16 editor, the tiles look good, but when i load the palette to my level, it just gets annoying. I change the palette and I realize that, inside the ROM, lunar magic forgot to use colors 09 to 0F (vegetation) and it simply uses colors 02 to 07 for every tile... as a result... i can't have green vegetation along with brown dirt. Either i have both brown vegetation and dirt, or both vegetation and dirt in green tones...
Anyone?
i'd appreciate some help guys :D


CREDITS FOR THE GRAPHICS SO FAR:
[FG] Black Squirrel - Custom Airship Set[Black Squirrel], [BG] Donkey Kong Country - Reptile Rumble[edit1574], [BG] Donkey Kong Country 2 - Barrel Bayou[edit1754], [BG & FG] SMB3R Castle set #2[Gettoyouth & Icegoom], [BG & FG] SMB3R Cave set[Gettoyouth & Icegoom], [BG] Custom Desert Dunes[Broozer], [FG] Desert FG[Spade], [BG] Megaman 7 Cloud Man[Ripperon-X], [FG] Alternative Grasslands[Kaeru], [BG] Act Riser - Forest[Kaeru], [Bg & FG] Lunar Drake's Swamp[LunarDrake], [BG] Australian Desert[Alex92], [FG] Custom Temple[Electron].

Originally posted by deffon1993
Originally posted by Ultimaximus
Did you start a new file when testing it?

No, I copied the file itself, I didn't copy+paste everything in new file (so it should be the right size).
Sorry if I wasn't clear enough.

I meant save file. A new empty save file must be used when viewing OW changes.

World Community Grid: Thread | Team
 
i would like someone to help me with sprite tool
even with the tutorial i cant figure out what to do :(
Slowly regaining interest in hacking

anybody want to help me? cuz I got a great hack idea, and I tried to insert 2 patches, a health patch, and a powerup overlap patch, I don't get it, because no matter how many times I try, my hack isn't playable when I tested it for bugs and stuff, and the whole point of my request in requests was for this hack, but it doesn't work in any possibilities except when I accidentally insert only one of the patches.
Originally posted by LuigiPikachu
i would like someone to help me with sprite tool
even with the tutorial i cant figure out what to do :(

what's your problem i might be able to help you out... there's a tutorial, wich i think is really simple (made by me, so i could be being a little biased)
by the way is biased correctly written?... i looked it up un google translate.

anyway, what's your problem?
FOMELOGO
CREDITS FOR THE GRAPHICS SO FAR:
[FG] Black Squirrel - Custom Airship Set[Black Squirrel], [BG] Donkey Kong Country - Reptile Rumble[edit1574], [BG] Donkey Kong Country 2 - Barrel Bayou[edit1754], [BG & FG] SMB3R Castle set #2[Gettoyouth & Icegoom], [BG & FG] SMB3R Cave set[Gettoyouth & Icegoom], [BG] Custom Desert Dunes[Broozer], [FG] Desert FG[Spade], [BG] Megaman 7 Cloud Man[Ripperon-X], [FG] Alternative Grasslands[Kaeru], [BG] Act Riser - Forest[Kaeru], [Bg & FG] Lunar Drake's Swamp[LunarDrake], [BG] Australian Desert[Alex92], [FG] Custom Temple[Electron].

Originally posted by Ultimaximus

I meant save file. A new empty save file must be used when viewing OW changes.


...

I did, and there is no difference.

Waluigi needs his own game, he doesn't even have character!
...
Currently working on Waluigi's Treasure Hunt.
Originally posted by fomelogo
ExGFX woes

You have to reinsert the GFX files as 4bpp (Extract them, then import them). Do that, and then try reinserting.
harpy

tits


tumblr
Right click anywhere in the level after selecting the item in the Add Objects/Sprites window. Remember, to place sprites, sprite editing must be on (green shell button), and to edit objects, it must be off.

The Help File included with Lunar Magic explains many basic functions, and more. I suggest you give that a read before asking further questions.

World Community Grid: Thread | Team
 
I have a level that uses both Mikeyk's Air Meter and the Lakitu sprite. Before the Lakitu appears (and if I kill him), the Air Meter displays properly, but when the Lakitu is on screen, the Air Meter doesn't display the lower tiles. I have the memory set to 04 (the same setting SMW uses in it's Lakitu levels). I know theres a way to get it to display properly (I've seen it done in other hacks, Bowser's Valley for example) Anyone have any ideas how I can get this to work? (I doubt its because of the number of sprites on screen considering it still happens if hes the only sprite on screen)
I have a hack thread - Link (Now with a demo!)
Also a music thread - Link

C3 Projects
2013: Modern Spiny Pack
2012: MGSS v0.1
Spring 2010: SMB2 Autobomb Sprite
Very easily answerable question... can secondary levels/secret areas be placed in levels 025-08F and 13C-18F, as all that are there by default are "TEST" levels?
No signature as of yet.
jdaster: I think so, in part because you have to use one of those areas in levels with layer 3 tides. And they're not all test levels. Look at the level mentioned on the pipe in regards to level 24. That is one of the many areas that pipe and others go to in that level.
I need some little helps (sorry if this has been asked many times) :

I changed the Yoshi Coin to two 16x16 objects. I want them in differents pallettes. I pasted them in a blank Map16 page and saved ect, ect.
Then I put the down side one in my level. But when I touch it it create a solid invisible tile. What the... :S
Originally posted by sonikku2008
jdaster: I think so, in part because you have to use one of those areas in levels with layer 3 tides. And they're not all test levels. Look at the level mentioned on the pipe in regards to level 24. That is one of the many areas that pipe and others go to in that level.


It leads to CF. I looked at every level in the ROM, and 25-8F and 13C-18F are all unused. 90-9F and 190-19F appear to be used for boss battle backups, and A0-FF and 1A0-1FF are used for secondary bonus rooms, including the ones with Layer 3 tides.

Plus, don't level 102 (Yoshi's Island 4 main) and 127 (Mondo) both have Layer 3 tides?
No signature as of yet.
Originally posted by Lemonade
words

As you know, the Yoshi coin is originally two tiles. This means that they will change each other.
I think the invisiblility is hardcoded and that you'll have to design your level around that.
Oh, and both tiles will become acts like tile x25 on the page it's on. If tile 300 is the upper tile, and tile 400 is below it, they will become 325 and 425. I'd suggest copying tile 25 to there.
<blm> zsnes users are the flatearthers of emulation
Originally posted by jdaster64
Plus, don't level 102 (Yoshi's Island 4 main) and 127 (Mondo) both have Layer 3 tides?

Yes, but my point being, at the end of the level, they go to one of those areas you call test levels, something that you have to do or you get a messed up victory march where the layer 3 tide vanishes.
Originally posted by sonikku2008
Originally posted by jdaster64
Plus, don't level 102 (Yoshi's Island 4 main) and 127 (Mondo) both have Layer 3 tides?

Yes, but my point being, at the end of the level, they go to one of those areas you call test levels, something that you have to do or you get a messed up victory march where the layer 3 tide vanishes.

Thats why they don't put goal tape in those levels. They put a pipe at the end that leads to a level that has no layer 3 tides but puts a goal tape there instead.
Originally posted by kirbyeatsbomberman
Thats why they don't put goal tape in those levels. They put a pipe at the end that leads to a level that has no layer 3 tides but puts a goal tape there instead.


And that is the point I was trying to make. ^_~

  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 246
  • 247
  • 248
Link Thread Closed