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[Vanilla] How to combine sprite tileset using exanimation (and use Classic Pirhanna plant )

My first tutorial on smwcentral. Sorry if I make some mistakes, english is not my first language and I'm not good to explain difficult things. And sorry for not

making this tutorial earlier, I know this for a long time.

Since some people complained "grr we can't combine sprite tileset I have to redo all my level this new vanilla rules it suck hurr durr" I will make a tutorial for showing that yes, you

can. With exanimation. You can also use the classic pirhanna plant with this method.






1. Mixing sprite tileset

You want to use bob-omb with buzzy beetle or spinies with thwomps but in a vanilla way? Then look at this tutorial.
For this exemple, I will mix monty mole and mega moles.

The current tileset in the level is (Pokey). You can change the tileset here : . With this tileset I can use Monty moles, but no Mega moles.
First, go in the "Super GFX Bypass" .
In the "GFX file to extend animation area", enter the number of the GFX you want to mix with the other GFX in your tileset (for this exemple, it's GFX20, because Mega Moles are in GFX20).
Be sure your GFX are in 4bbp, or else it will not work.



Look in the map8x8. In the page 4, there is the monty mole. In the page 6, there is the mega mole. You need to put the Megamole in page 4 with the monty mole. No, it doesn't use the 8x8 copy tile option (because it's not vanilla). We are using exanimation.



So, it's going to be a little difficult.
Open the "Edit level Exanimated frame" and choose an empty slot.
Now you have to copy some lines of the GFX in the GFX you put in the "GFX file to extend animation area" into another GFX. It's a little complicated and I don't explain very well, so be attentive.

On the page 6, put your cursor on one of the tile of the ennemie (choose a tile who is the most on the left of your sprite). It will say something at the bottom of the window (ex: Tile 0x6C6). Now to the tile who is the most on the right (ex: Tile 0x6CD). Between these two tiles, there is 8 tiles.



So in the Exanimation, on the type, enter "8 8x8 tiles".
In trigger, enter "none".
In frame, put 1. Yes, it's an animation with 1 frame (so in fact it's not animated).
In the Frame 00 (the first box), enter the number you read before (here it's 6C6)
In destination, enter the number of destination of the original sprite. If it's a sprite who is in SP4, it's easy, just use the number you put in the box - 200. Here it's 4C6.
Go in page4 of the map8 editor. Magic: the top of the head of the mega mole appear.


Full screen image : http://img694.imageshack.us/img694/1557/testcopie7.png

Now you need to copy the rest of the GFX. Luckily, the GFX for the mega mole are aligned, so you just have to copy the slot, past it and change the number of the line (6D6 instead of 6C6 and 4D6 instead of 4C6).


Full screen image : http://img268.imageshack.us/img268/4268/testcopie8.png

Do this again for line 4E6 and 4F6. And the result is:



Tada! If you understood this method, you can do this with any GFX you want.

If my tutorial is crap and you don't understand anything, you can tell me in this topic the two GFX you want to mix and I will post some screenshot of all the values you need to enter in the "Edit level Exanimated frame" . But try to do it yourself before asking.

If you understand the method, you can also mix ground tileset, but now with the new BG2 and BG3 in lunar magic 1.7+ it's useless so I won't explain that.

And it work also on lunar magic 1.65 and abelow, you just have to enter all the same values in the boxes (because you can't chose on only 1 frame).








2. Using classic pirhanna plant

With the previous method, you can use exanimation to replace the fish with the plant pirhanna stem.

In lunar magic, click on .

In the "GFX file to extend animation area", enter the number of the GFX using the pirhana plant stem (GFX 04)



Click here and copy this (to lazy to explain, but if you read 1. you will understand how it work)





The result is:



Fish are now replaced with stems. But since the original sprite is red, the stem is red too. And if you change the color red to green with the palette editor, every red sprites will be green. You have to choose.



So, that's it. Use and abuse this trick for your vanilla levels.
Looks like i was not the only one who thought on this, VERY nice tutorial btw, very well done and easy to understand.



Like /Everlude
Follow @Ludus.Art

This very nice tutorial gave me a very nice idea using the triggers Lunar Magic already provides.

Basically, using any trigger I can however I want change graphics for sprites!

[EDIT] You may wanna provide thumbnails for some pictures instead of the full pictures. A few of them will stretch the tables.
Nice tutorial, it's very useful to all the people who participate in the vanilla level design contest.
This is very nice information! I'm sure many people will find a use for it somewhere, especially during the vanilla contest :D

I wasn't the only dude to come up with this idea, it seems. Heh.
aran - Graces of Heaven
Does this still cause the same problem as the classic pirhanna plant normally does? (with the VRAM and blablabla)
I've realized this was outdated.
Zephyr: It doesn't change anything to the piranha plant, just his graphism for a level, so yeah the problems with the original sprite are still here.
This is totality cheating for vanilla, and you know it.

But so is direct map16 and custom palettes, so it's obvious no one gives a crap about it.
Your layout has been removed.
You can use the Lunar Magic cheat Ctrl+Shift+Pg Down in MAP16 to acces the Sprite MAP16. Then you change the palette from the stem to palette 5 so it gets green.

WARNING: This also changes the palette from the upside down Fish!


Edit:
You can use tweaker to edit the palette from the fish. So you can make the stem green.:D
Originally posted by Torchkas
You can use the Lunar Magic cheat Ctrl+Shift+Pg Down in MAP16 to acces the Sprite MAP16. Then you change the palette from the stem to palette 5 so it gets green.

WARNING: This also changes the palette from the upside down Fish!


...Erm, that only affects the editor. To actually change the palette, you have to use Tweaker.

Everyone should go to #radbusiness, my epic irc channel, RIGHT NOW!
Layout by the super-mega-awesome Counterfeit! THANKS!
Taking ASM requests! PM me if ya want something, but don't ask for sprites.
Also please install Dropbox It'll help both you and me! :3


Originally posted by Mario's Personal Agent
Originally posted by Torchkas
You can use the Lunar Magic cheat Ctrl+Shift+Pg Down in MAP16 to acces the Sprite MAP16. Then you change the palette from the stem to palette 5 so it gets green.

WARNING: This also changes the palette from the upside down Fish!


...Erm, that only affects the editor. To actually change the palette, you have to use Tweaker.


Thanks! I edited it... I knew that, but i wrote it when i was half asleep! :P
That would be useful in case I need to put rocks (to use as basketballs), a shovel, and the rest of Diggin' Charlie's GFX to the Ninji tileset (that had Pitchin' Charlie and Puntin' Charlie) for the sports tileset.
Layout by piranhaplant.
Thinking about making a Rainbow Magic thread at the Media forum.
I have been trying to use this so I can have both banzai bills and Torpedo Teds in the same level. Try as I might, I cannot get it to work. Is this possible?