Language…
20 users online: akawo, Alex No, CroNo, DanMario24YT, Fullcannon, Gemini0, Golden Yoshi, Gulaschko, Hammerer, kurtistrydiz,  MarioFanGamer, MarkVD100, Maw, mtheordinarygamer, rafaelfutbal, Rykon-V73, Spedinja, steelsburg, superbot12, Tulip Time Scholarship Games - Guests: 287 - Bots: 461
Users: 64,795 (2,370 active)
Latest user: mathew

Ask anything about SMW Hacking [V.2.0]

Link Thread Closed
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 235
  • 236
  • 237
  • 238
  • 239
  • 240
  • 241
  • 242
  • 243
  • 244
  • 245
  • 246
  • 247
  • 248
Originally posted by Zeldara109
Pwning me


Yeah I guess I was going on the assumption of someone just messing around. All levels are technically fine to edit if you are aware of why you're editing them.
I'm sort of new to hacking and I was wondering how to insert custom graphics into one level only. For example, I want to change the goomba sprite to SMB1 goomba (just the sprite not the physics of the goomba) but for only 1 level. Please respond because I am completely lost on what to do.
In BTSD I made a block that is only destroyable by throwing yellow shell at it. In map 16 its ID is 200 so I pasted there some random block in this place (just to make it look diffferent), but when I test the level it changes into the custom block. Also when I reset the rom and I go to Map 16 it changes into this custom block. Help (If it was posted then Im sorry).
@Warpirate1:

Here's a short explanation.

If you change the Goomba GFX in its normal file, all the levels that use that file will change. However, if you make a copy of that GFX file, change the Goomba, and insert the copy to only one level, then only that level will have the changed sprite.

Here's a longer one.

1: Find the GFX file which has the goomba sprite. (It's GFX01, actually)

2: Copy+paste GFX01 to your ExGFX folder. Rename the file ExGFX###, where ### is a number from 80 to FFF. Go into your ROM and press the "Quick Insert ExGFX to ROM" button, which looks like a yellow mushroom.

3. Go to the room you want your sprite. Click the "Open 'Super GFX Bypass' Dialogue" button. It looks like a red poison mushroom, and is between the yellow mushroom and blue poison mushroom. In this dialogue box, check the top button to allow you to change the GFX for the level.

4. Under "List of GFX files to load for Sprites," find the dropbox that says SPx: 01 (046431), where x is a number from 1 to 4. If you have never changed anything yet, this will be the bottom left dropbox, labeled SP1. Click the down arrow in the dropbox and find your ExGFX file number (if you named it ExGFX100, for example, look for 100). If it says "Not Inserted," then you missed part of step 2.

5. Now your sprite GFX are loaded. As of yet you haven't changed anything, so it should look exactly the same. However, you have a copy of the sprite GFX which you can change for that one room only!

6. Using YY-CHR or the 8x8 tile editor (I believe YY-CHR is the preferred method around here), change the GFX. Once you are done, save the GFX to the ROM and re-insert them. I won't go into too much detail here - at this point a tutorial will be more helpful (or someone who has done sprites more than I have).
Is there a way to change which Map16 the FG Tiles use. When I open a Test Level that has FG set-up, it wants me to paste the FG Map16.bin to a page I'm already using, so I paste it to another one. Is there a way to select the already set-up FG, and go through Map16 pages? Similar to BG Map16 banks?

TX.
'Every day brings a man twenty-four hours nearer to his grave, although no one can tell accurately, merely by looking at a man, how many days he has still to travel on that road.' K.Marx
Thanks this really helped me. I'd like to add different custom sprites but I don't know the GFX files names. Can anyone tell me them or help me out?
I created a secondary exit in Yoshi's Island 2, and it leads to a water level. I chose the secondary exit to lead to level BC, one of those levels that says "Test" on it. I can't figure out how to change the background so that it looks like that of every other water level in the game. How do I change it?
@Konradix - Did you remember to press F9?

@enixd - Nope, there's currently no way to change what Map16 the FG uses until FuSoYa makes a option for it.

@Shadomario - Press the Purple Poison Mushroom in level BC and change the FG/BG GFX to 9 or D (these are the only 2 that'll work with the water BG). Now go to Level -> Copy Background Image... -> Put 120 for the level number (Level that has the Water BG). Now do whatever you want (FG Palette will look weird so change it with the Palette Editor)
I change my layout every 4-5 months
1) How do you disable the sound effect that plays when Mario bumps his head on a block?

2) Where's Mario's sliding smoke tiles?

3) Lastly, I noticed Mario shifts down a pixel when he fires a fireball on the ground. Is there a way to disable this too?
Edit: My postcount went up by 1!
2) Tiles 62, 64 and 66 of Gfx00. Be careful, because these tiles are used for some other things.
3) There's a Hex-Edit or something, but I don't know.
Thanks, JowTH. That takes of 2, and I solved 3 using some graphics editing.

So now does anyone know how to disable the sound effect when Mario hits a solid block from below?
Edit: My postcount went up by 1!
Originally posted by Neo1000
2. For some reason, when I added some other patches the Mode 7 Game Over doesn't work anymore. And everytime I try to readd, then at the emulator I only see "Nintendo presents" and black screen. What's wrong? I added the right freespace and the settings are in default.


I just want to inform, that Mode 7 Game Over works now for me. It seems like that I mixed up Freespace and maybe that's why it didn't work anymore.
Originally posted by Zeldara109
Does anyone know a way I could make tiles 16A-16D always act like switch palace blocks, regardless of tileset? (I currently don't know a way to use ! blocks in levels with layer 3 ghost house mist...)

It's the tileset that is the problem, not the mist. Try messing with the 16-byte table at $00A625; changing every 01 or 02 to a 00 should do it.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Is there a simple way to make a level similar to mega man where you fight all the previous bosses (not just custom ones but ones like iggy also) then a final door appears leading to the last main boss?
Well, the simplest way I could think of is have all the bosses in order, with each one teleporting you to the next after you defeat them. The original SMW bosses would have to be excluded, though, since they're difficult to reprogram.

That's the easiest method I can think of. If you want a teleport room like in the Mega Man games, it would require a lot of extra work for a small payoff. Just have the bosses lined up.
Edit: My postcount went up by 1!
@Ramp202 Thank you very much

I have a new problem:

C--@--@--H--^
@ - A level
C - Castle
H - Yoshi House
^ - Locked level
- - unlocked way

So after you beat the castle way from Yoshi's house to locked level appears (H--^). But when I try to go that way you can't go to the level. How to fix that.
I'm very new to smw hacking, and I'm just now editing my overworld. I have a basic template done, and I would like to insert some third party graphics. I haven't inserted any Graphics into my rom yet, so i really have no idea how to.

Basically, I want all of the in this custom overworld (Hopefully they're a pack) http://www.youtube.com/watch?v=foB_KtlGLXk I think that they're SMB3 graphics?

The one thing i want THE MOST though (if it would be too hard to get all of them in that video) is the cloud and vine at 2:19. I think they're from world 5 in smb3? I want to have my game end up on clouds like that.


So basically, I'm just wondering where i can find that cloud and/or the rest of the graphics, and how to insert them into my overworld?
i need help hacking on the psp no joke intended.
from Cliftin
@Konradix
So if I understand this correctly, you go left of Yoshi's house to go to the castle, and after you beat the castle, the level to the right of Yoshi's house opens up. Well, the level that's unlocked has to be adjcent to the level before it.

One thing you can do though is either use the "Level Depending on Event" patch to change the level after you beat the castle, or use the "Teleport on Event" block to do the same thing.

@zimmertr
What you're looking for is ExGFX. I'm not sure if SMWC has those graphics exactly, but it has an impressive collection of other graphics in the "Graphics" section, so you should check there first.

To insert it into the overworld, you'll have to overwrite the old overworld graphics using a program such as YY-Chr, found in the tools section.

@Cliftin
I REALLY doubt there are any hacking tools for the PSP. At least you can play hacked ROMs. I do the same thing on my DS.
Edit: My postcount went up by 1!
I can't seem to find a cloud graphic anywhere... Anyone have any ideas where i can find one?
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 235
  • 236
  • 237
  • 238
  • 239
  • 240
  • 241
  • 242
  • 243
  • 244
  • 245
  • 246
  • 247
  • 248
Link Thread Closed