Welcome to the Exanimation Tutorial by x-treme!
I will be using this ExGFX http://www.smwcentral.net/?p=showexgfx&id=1023
You will need:
Graphics to ExAnimate
Lunar Magic
1. Graphics
Insert the ExGraphics that you need for the Exanimation first!!!!!!
Press the Red poison mushroom. At the bottom, you should see something that says:
“GFX file to extend animated tile area”
Enable ExGFX bypass, and select the ExGFX file in the the “GFX” listbox.
It should look something like this now:
Close the ExGFX Bypass and open the 8x8 editor and press Ctrl+Shift+Page Down.
You can now look at the ExAnimation pages and the Mario poses! But you can’t edit them.Go down to page 5. You should see your GFX there:
There we go! Now time to ExAnimate it.
2. ExAnimating Graphics
Press the Breakable SMB3 Block. You should see this:
The first list box is the animation entry. Using up all 1F entries will crash the level.
The second list box is when the animation shows.
Not used - This is self explanatory.
Normal - All the time.
POW Activated - Frames 1-8 is when the POW is NOT activated. Frames 9-16 are when it is activated.
Sliver POW Activated - See above.
ON/OFF Activated - Frames 1-8 = ON. Frames 9-16 = OFF.
The last list box is the type of animation. Is it a tile, or a palette?
I’ll choose Entry 00, Normal Animation, and Single 8x8.
Destination - What tile number will it be on in the 8x8 editor. I’ll choose C0.
Frames 1-8 - What to show on frames 9-16. Write the tiles from page 4 - 5 on the 8x8 editor
Frames 9-16 - You should know.
The buttons at the bottom should also be self explanatory.
In the first textbox, I’ll type in 580, in the second one, 582, 584 for the third one, and 586 in the last one.
Now if I press 4 Frame copy, It will copy the first 4 frames and put them in the next 12 frames.
It should look like this now:
You should also see a animated tile on tile C0 on the first page.
Keep doing this for the other tiles. Here are the ones I did.
And there you go! You should see the tiles there! Just map the Map16 tiles and you’re done!
3. ExAnimating Palettes
This is easier. Open the palette editor and the exanimation editor.
In the palette editor, if you hover over a color, you will see that it says the SNES color address for the color.
So in the Exanimation Editor, instead of Single 8x8, select Palette, and instead of tile numbers use SNES color numbers.
And there we go! Thats the tutorial, comments and questions are always welcome.
I will be using this ExGFX http://www.smwcentral.net/?p=showexgfx&id=1023
You will need:
Graphics to ExAnimate
Lunar Magic
1. Graphics
Insert the ExGraphics that you need for the Exanimation first!!!!!!
Press the Red poison mushroom. At the bottom, you should see something that says:
“GFX file to extend animated tile area”
Enable ExGFX bypass, and select the ExGFX file in the the “GFX” listbox.
It should look something like this now:
Close the ExGFX Bypass and open the 8x8 editor and press Ctrl+Shift+Page Down.
You can now look at the ExAnimation pages and the Mario poses! But you can’t edit them.Go down to page 5. You should see your GFX there:
There we go! Now time to ExAnimate it.
2. ExAnimating Graphics
Press the Breakable SMB3 Block. You should see this:
The first list box is the animation entry. Using up all 1F entries will crash the level.
The second list box is when the animation shows.
Not used - This is self explanatory.
Normal - All the time.
POW Activated - Frames 1-8 is when the POW is NOT activated. Frames 9-16 are when it is activated.
Sliver POW Activated - See above.
ON/OFF Activated - Frames 1-8 = ON. Frames 9-16 = OFF.
The last list box is the type of animation. Is it a tile, or a palette?
I’ll choose Entry 00, Normal Animation, and Single 8x8.
Destination - What tile number will it be on in the 8x8 editor. I’ll choose C0.
Frames 1-8 - What to show on frames 9-16. Write the tiles from page 4 - 5 on the 8x8 editor
Frames 9-16 - You should know.
The buttons at the bottom should also be self explanatory.
In the first textbox, I’ll type in 580, in the second one, 582, 584 for the third one, and 586 in the last one.
Now if I press 4 Frame copy, It will copy the first 4 frames and put them in the next 12 frames.
It should look like this now:
You should also see a animated tile on tile C0 on the first page.
Keep doing this for the other tiles. Here are the ones I did.
And there you go! You should see the tiles there! Just map the Map16 tiles and you’re done!
3. ExAnimating Palettes
This is easier. Open the palette editor and the exanimation editor.
In the palette editor, if you hover over a color, you will see that it says the SNES color address for the color.
So in the Exanimation Editor, instead of Single 8x8, select Palette, and instead of tile numbers use SNES color numbers.
And there we go! Thats the tutorial, comments and questions are always welcome.