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Posts by Zanoss

Zanoss's Profile → Posts

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hello !
As you can see, I'm kinda new on the forum and for using Lunar magic =P
I manage to put custom music so now I'm trying to put some custom foreground and background as well but I have severals problems.

I was following this tutorial :
https://www.smwcentral.net/?p=viewthread&t=93133#part-2-1

And after doing this:
https://www.zupimages.net/direct/up/18/42/bt3a.png

It mess up with the coin block and other normal block as well like this:
https://www.zupimages.net/direct/up/18/42/f7px.png

Anyone have a solution or something please ?
I have no idea how to fix that =/
(It may link with the fact that Lunar ask me to to convert the gfx file to 4bpp from 3bpp but I have no idea how to do that as well)
Sorry the double post.
It seems that I forgot to push the red and green mushroom before importing the ExGFX. Well I have done it but after, I for some reason wipe the rom and made a new one and forgot to do that again x)

But I really wonder now how you people are organizing your ExGFX folder ?
When you have a lot of foreground and background it must be a mess no ?
I would like to know how I could change the propriety of a foreground title.
The idea is that I would like to change the propirety of a custom surface to make it damage Mario when he touch it.
Demn, that was quick and clear, thanks a lot it worked =D
Originally posted by Darolac
Originally posted by Zanoss
Demn, that was quick and clear, thanks a lot it worked =D

No problem.

To expand on my answer, you can use all the behaviours of the vanilla tiles (for example, set it to 6 to make it act like a vine), but if you want a different, customised behaviour, then you should insert a custom block (you can find lots of them in the corresponding section, and there is a good tutorial for inserting them on the site iirc).


Yeah I noticed that as well x)
I also know how to put custom background and foreground for now, I will try to put custom sprite as well =P
I prefer to go step by step ^^
But my fear will comme with custom boss, script and doing dialogue and such xD
Well, I have another problem now x)
I'm trying to use pixi to put custom sprite in my hack but when I try to give it the rom name or adress in the pixi.exe (or the pixi.bat, it's the same) it's making me this error.

https://www.zupimages.net/direct/up/18/42/1jvk.png
(the super.smc is the name of my rom)
Why it saying that it couldn't open the list.txt ?
So it's mean for now, since I don't have any custom sprite, I have to create it or Pixi will generate it alone after ?

Edit : Nevermind, it's morning here and I have read it too fast x)
Thanks for the answer =)
Well, I'm really having an hard time on putting custom sprite xD
Pixi work fine, the problem with the list.txt is done but now, I can't manage to put the sprite on my rom.

I'm following this tutorial : https://www.smwcentral.net/?p=viewthread&t=91190#global

But when it's coming to the global insertion sprite, It just doesn't work.
I have created a list.txt file where I put this line : 00 woozyguy.cfg
I have put the sprite I have dowloaded into Pixi's sprite folder.
And then I tried on Lunar to get this sprite but by doing "insert" and then 00 in the command part but it giving me a shell-less koopa.

I have a woozyguy.bin file but I dunno where to put it and what to do with it, it may link with this lol.

Damn, it's just so complicated I'm lost, I can't even explain proprely >_<
Thanks !
It worked, the enemie is here and work proprely but now I have this to fix...
https://www.zupimages.net/direct/up/18/42/99l3.png

XD

Also It wasn't need tho to explain me how to create the ExGFX folder and such, I already had one but thanks anyway !

Edit : Well, I have this error message when I try to load my level
https://www.zupimages.net/direct/up/18/42/eudj.png
Originally posted by MarioFanGamer
The Woozyguy sprite is a dynamic sprite. Instead of an external ExGFX, its graphics are inserted with the sprite.

In order to make dynamic sprites work, you have to patch dsx.asm to your ROM.


I already patched the game with a dsx.asm
The sprite itself work, the woozyguy is doing its flip correctly x)


Originally posted by Darolac

Check the .bin file you downloaded. It should weight 4 kb. If not, redownload and reinsert.


Yeah, the file weight 24kb.
I tried to download it again and re insert it but it didn't change its weight =/

Edit : Okay, strangly enough, I have deleted the ExGFX woozyguy file, the level is back to normal but the woozyguy is still here and working fine xD
I don't complain, that fine to me, but I was expecting the woozyguy to dispear x)

Also, anyone know (or have a tuto) for putting a sound with an animation ? I would like my woozyguy to do the spring sound when they jump.
Thanks for the explaination, it's kinda complicated tho, I didn't get everything of what you said (sorry, I'm not english native so when it come technical I have lack ^^ )
I would have liked to put a sound when the Woozyguy jump (the sound of a spring) but it's seems It would be easier to find something else =/
Wouah !
It worked !
Thanks a lot =D
I really wonder how you dfound that yourself xD
I might note that for later if I want to add this sound for other sprite :p
I have a question that just came into my mind, is that possible to load several ExGFX into the same level ?
Like, load severals FG2, FG3 or SP2 and SP3 ?
Then how people manage to put multiple custom FG and SP in the same level ?
Originally posted by MarioFanGamer
The foreground mixing is done by loading their graphics into the slots BG2 and 3 (though you also need to recreate the Map16) and the sprites are done by creating an ExGFX file with sprites from multiple ExGFX, possibly remapping the sprites graphics or use disassembled sprite if two sprites use the same GFX source.


There is any tutorial that could explain how to do that please ?
Also thanks for the answer =)
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