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On/Off Blocks

So I got a question about the On Off Blocks
The one, which is Solid when the Switch is on ON and vice versa.
I inserted the blocks from Patgangster and they work.
But in many hacks I see that the Graphics Change when the Switch is hit...
How do I do that?

Like the ones in this VIP Mario Levelaround 17:40
For me they don't even need to be animated, but change Graphics.

I think that is a ExGFX.
Insert text here
With ExAnimation.

Coicidently, I explained this some posts ago in another thread:

Originally posted by Austin
This is a great text. Reading and making.

First, put both the solid block and the outlines (the graphics) in a separated ExGFX file. Organize them like this: on the top left, put the four solid tiles in the same line, first the top ones and after the bottom ones. Put the outlined ones in the next line, exactly as you did with the solid ones.

After insert the ExGFX in LM, open your level and use this new file as animation ExGFX (the last area on Super GFX Bypass). Open the 8x8 editor, press CTRL+SHIFT+PageDown and press down many times. Note that you can now see the graphics of the animation frames of SMW, plus your ExGFX file with the block and the outlines.

What to do now? ExAnimate them. Open the window of the brick button. Set type 4 8x8, 16x16, trigger ON/OFF, 1 frame and set destination 200. Put 680 in the first frame and 690 in the second. Press OK. Then open the ExAnimation window again, copy the actual slot and paste in the slot 01. Invert the frames and set destination 202.

Look at page 2 in the 8x8 editor. Press 0 to test. If this works, whoa.

Hope this helps.
It's easily the best thing I've done
So why the empty numb?
It does for me. #mlp{dh}
Insert text here
Thanks!
But I am too dumb!
I am even too dumb to use the Yoshi's Island block graphics...

At first I had no idea what I was doing but then I realized how easy it is.
You must first make sure to extract ExGFX using the Blue Mushroom.
Next put the ExGFX into the newly created ExGFX folder.
Then reinsert the ExGFX using the Orange mushroom.
Then you must click on the red poison mushroom and using either FG1,2,or 3 put the ExGFX into the spot.
Note: You will see this when you first get the graphics expect in a few rare cases.
... Boom you changed the FG to work correctly but not a single block looks correct. Open up the 16X16 Editor. Find a unused page i.e page 4.
Note : Never put anything in page 2 unless you want to use it only for that level.
At the top of the editor click the yellow question mark block with a left arrow. Open up the map16 file. Save and your done :D
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thanks, elebits, but I already know that.
I don't know how to get the Yoshi's Island Blocks to work, that works a bit different, because its ExAnimated or something...

Here is a tutorial to help you with ExAnimation (if you are using Lunar Magic 1.8x) Here.

Hope this helps you!

- BlackMageMario
where is "here"? there are no links or anything D:

Originally posted by BlackMageMario
Here is a tutorial to help you with ExAnimation (if you are using Lunar Magic 1.8x) [url=http://www.smwcentral.net/?p=viewthread&t=42886][/url].

Hope this helps you!

- BlackMageMario

He made a zero-size link for some reason. Here's a working one.
<blm> zsnes users are the flatearthers of emulation
Originally posted by Alcaro
Originally posted by BlackMageMario
Here is a tutorial to help you with ExAnimation (if you are using Lunar Magic 1.8x) Clicky.

Hope this helps you!

- BlackMageMario

He made a zero-size link for some reason. Here's a working one.



Crap. I really should use the preview button more often. #w{=(}

Anyways, thanks Alcaro for rectifying my stupid mistake.

- BlackMageMario