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Tip: If you edit level 0, make sure you also edit level 100. Both of them are used for the bonus game.
Posts by Big Al
Big Al's Profile - Posts by Big Al
Pages: « 1 2 3 4 5 6 ... 22 23 »
Hi I'm Big Al. I'm new to the forum, but not a noob in SMW Hacking. I know how to do a little bit of everything (Hex, ASM, etc.) but I'm no expert! I hope that I will be able to help out others with any questions they may have. I will try to be active on here between work and school.
Hi, I'm not sure if this is the right forum to ask, but I wanted to know how I can change what the original blocks turn into when a POW switch is hit WITHOUT using the extended animation frames feature? I know how to do it that way. I rather do it this way so I don't have to use this feature for every room with bricks!

For example, I have placed the smashable brick tile in the range 40-44 in the 8x8 tile editor where ExGFX would show the SMB3 brick in that range. I changed some of the references in the table that starts at x2BB99 but when I hit a POW it STILL shows a brick, even though it acts like a coin.

Also, I wanted to create a secret passage where I would make blocks that behave like regular cement blocks act like block 132, but it doesn't show coins that way either even though the behavior of the block works. For example, in the Pyramid Level in DWTLC, there's a wall that turns into coins when a POW is hit.

I tried reading the help file, but didn't see anything about editing what the blocks show when a POW is active. Any help will greatly be appreciated whether it's on here or through a PM. Thanks!
Last edited on 2007-10-12 04:29:29 PM by Big Al.
I found this in the Block Usage text box in Block Tool for the smashable brick. This is what I'm referring to:

"If you are using the animation, you need to pick a switchable animated tile data spot to use, make or get some graphics for the block and then change the animated tile data as needed. It should switch using the blue POW switch setting. (see the animated tile data editor documentation for details how)
Note that when setting the block up, the "switched off" data should be set to the brick and the "switched on" data should be set to the coin."

Is the animated tile data editor documentation somewhere in Lunar Magic's help file or elsewhere? I copied the brick into the ROM already. It's just not switching to a coin. Sorry if this is sounding noobish...

Oh ok, the reason why I'm asking is because I was always using Demo World as my back hack since the brick was already set up. But I found this music patch I want to use which has to be posted to a clean rom. I was trying to have the brick set up the same way as it was in Demo World. I guess I'll just have to use ExAnimation. Thanks anyway.
That would definitely be a great idea! But unfortunately, those tunes fall into the same music bank as the game's original songs which can't be overwritten with addmusic... :(
That may work, but I don't know the offsets to the music...
You can modify some tiles in one of the GFX files that the overworld uses to make a base for the towers. To see which GFX files it uses, go to the overworld editor and click on the poison mushroom to get the files numbers. I would recommend YY-CHR to edit the GFX files.
They actually found a solution that should fix the pow/star glitch. Use Translhextion to find 1A 09 20 8D FB 1D 9C DA 0D 6B by pressing Ctrl+F and entering that data type in as "Hex" not "Text". Be sure to put that in without spaces. Then change 9C to 8D and save. Hopefully that should work. If you have any problems, let me know!
No problem! I'm glad I could help!
Sorry, I forgot to attach a URL. I wanted to request a song from Metroid Fusion. It's the creepy music that plays before you fight the Serris Boss. I don't have a midi though, because I feel like the midi on vgmusic doesn't sound anything like the original. So I have an MP3 file playing in the background of this page that's under 1MB. Just follow the link below:

Metroid Fusion - Before Serris Boss

I know I can't convert MP3s to work with SMW! However, this song doesn't use a lot of instruments and you can tell where the loop falls in as well. This would work well in a creepy environment. Just disregard the webpage layout. The only purpose of it is to play the music. It may take a minute to load depending on your connection. This would be greatly appreciated. Thanks a lot!
Hi, I would like to make a request with a midi this time since the other one is not going to work. The name of the song is:

Mega Man X - Spark Mandrill Stage

Definitely a Mega Man favorite for Mega Man fans out there! Thanks a lot!

P.S. - S.N.N. great work on the YI Fort Music! It came out great!! I can definitely find use for that.

Big thanks on the Spark Mandrill music! It came out awesome! I'm actually trying to learn how to edit music myself, and I have started with simple songs like my first request from Metroid Fusion. It sounds pretty decent except for one channel loop that I have to fix. I will try to release it soon when it's completed. Love the Storm Eagle one as well! :)
Last edited on 2007-10-29 07:17:40 AM by Big Al.
I've started learning on how to work with music and released my first song!

Metroid Fusion - Before Serris Boss

Here's the original source if you wish to compare:


Hope you guys like it! It's a short song so I wouldn't recommend using it for an entire level. I'm actually working on a couple more right now!
Last edited on 2007-11-01 08:28:10 AM by Big Al.
You can find all the letters for TIME in GFX28.bin
Wow! It's been years since I've played this hack and I never knew about any of this! Now I want to check this out myself...

*digs through old files on computer*
New song! I wish the intruments went longer though... Hope you guys like it!

Yoshi's Island - Before Boss
After you edit the GFX and save, you must click the Green Mushroom to insert the GFX back into the ROM. Otherwise, it won't take effect. Hope this helps!
Last edited on 2007-11-16 10:46:24 AM by Big Al.
Pages: « 1 2 3 4 5 6 ... 22 23 »
Big Al's Profile - Posts by Big Al

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