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Ask anything about SMW Hacking - 2019 Edition

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How do I get more than two messages in one overworld level? (like, two messages in one level, then you take another pipe to a different level and you get two more different messages)
I read Lunar Magic's readme of "Overworld File Menu : Install Title Moves Recording ASM" and did everything the readme said. When I look at the intro screen,it just shows Mario walking towards the No-Yoshi-sign and then puts me in control,whats wrong? Both C7 and 101 (the copy I use for recording) have No-Yoshi intro disabled.

EDIT: got it working thanks to jimbo1qaz, it was the tileset screwing things up.
Which tileset? Any patch, sprite, block, music, hexedits?
Your layout has been removed.
When editing Mario's graphics, is it possible to have drastically different graphics for the fireflower powerup? I only ask since in SMW it's just a recolour on Mario's outfit. (And I don't think I saw anything in the GFX files for fireflower mario either, though I could have missed it)
And there isn't no different graphics for Fire Mario, you just need to use the "Different GFX" patch an config to make it work based in what you want, like changing GFX if is fiery, or change GFX if it's Luigi, for example.
is it possible to "merge" 2 overworld submaps together if one is above the other on the over world editor?
My girlfriend told me to look at life from her point of view, so I looked out the kitchen window.
Sure it's possible, if you don't mind messing around with the overworld camera routine a bit. The first step would be finding out where it is located, since it doesn't seem to be documented in the ROM map.
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GvS @smwcentral.net ~ u:11380
Does anyone know which palette the layer 3 mist uses? I can't seem to find it.
Originally posted by GeorgeVsSonic
Does anyone know which palette the layer 3 mist uses? I can't seem to find it.

This diagram should be able to help you.
My YouTube channel
Get the official ASMT resource pack here!

Originally posted by yoshicookiezeus
Sure it's possible, if you don't mind messing around with the overworld camera routine a bit. The first step would be finding out where it is located, since it doesn't seem to be documented in the ROM map.

i tried looking in the ROM map to find something to do with "overworld" but nothing to do with an overworld camera routine, do you know anything to do with the over world camera routine to get me started? there wouldnt be anything in the RAM map would there...#w{|o}
My girlfriend told me to look at life from her point of view, so I looked out the kitchen window.
Whenever I flip tiles on the map16 the act as doesn't change so, what's the best way to find the proper 'act as' if the tile you are making isn't in the map16 at all?
Well, flipping a block's graphics in map16 editor doesn't changes it's acts like, you coul use a similar value if you find or you could work with custom blocks, to create your own effects for these blocks.
Originally posted by DiscoMan
Well, flipping a block's graphics in map16 editor doesn't changes it's acts like, you coul use a similar value if you find or you could work with custom blocks, to create your own effects for these blocks.

yeah I'm trying to find an upside down steep slope act as number (looks like 1C4 and 1C5 but they don't work correctly) and I've been trying out similar tiles so far, I tried using the act as #'s from the slanted shooting pipe but they aren't working as intended. So far I'm just doing trial and error though. I have a couple block act as numbers I wanted, so learning a way to find then would be nice.
I'll try custom blocks out if I can't get it to work though.
Upside-down slopes, you say?



Just note that they won't work correctly outside of the Underground tilesets.
My YouTube channel
Get the official ASMT resource pack here!

Originally posted by yoshicookiezeus
Upside-down slopes, you say?

http://media.smwcentral.net/Diagrams/UndergroundSlopeTilemaps.png

Just note that they won't work correctly outside of the Underground tilesets.


exactly what I'm looking for, but they are indeed on a normal 1 GFX tileset. Would I have to use custom blocks or is there a chart like that for every tileset?

edit thanks ycz, tried Super GFX bypass and it worked
Well, it's not so much the graphics that determine it, but rather the GFX header setting (purple poison mushroom). You can always use one of the Underground headers and then just use Super GFX Bypass to get the graphics you want.
My YouTube channel
Get the official ASMT resource pack here!

If I changed the palette in a level to make white into pink, so I could have Pink clouds. Would this change affect my Mario-Graphic swap that has white for the face?

If it does, is the only workaround to extract the graphics and make what I want pink, then reinsert?

Also Palette changes are on a level-by-level basis right? If I screw around with the palette in one level, the next level I edit will be on default palette?
Custom palette is level by level, except for Mario's palette (palette 8, at least colors 8-F, possibly the rest). Mario palette is shared with all levels, and non-custom palettes are shared (there are 8 of them, only some colors are 0-7 specific)
Your layout has been removed.
When you try and go up from under a ghost house moving ledge hole sprite it won't let you, how would you edit it to be able to go up from under one?
It would require the use of a patch or could be done using a tweaker?
Something really weird happend just to me.
After I finished my level and tried to test it. Mario instantly dies when the level starts. This only happens when the level entrance is on screen 0 and the X-position is between 0 and 2 in LM. There's no sprite even close to the level entrance. Does anyone know what's happening?
Thanks,
Oh Hell No
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