Banner
Views: 236,227,185
Time: 2013-05-22 12:06:23 AM
15 users online: o BZM, EvilGuy0613, o FPzero, o Hadron, henrybros, jellybean, LostDoman, phenolatukas, Randomiser, RedRose64, Rextep, tylersuperwiigamer, o Undy, Usetheforce, Yoshi88 - Guests: 18 - Bots: 15Users: 22,858 (1,278 active)
Latest: FUNKY kong ending
Tip: You can use Terra Stripe to edit the layer 3 images in SMW (such as the windows, rocks, or fish). You can even import your own layer 3 images with it!
Posts by minorgroove
minorgroove's Profile - Posts by minorgroove
Pages: « 1 »
any idea how to change which palette is used for a single sprite?

the map16 doesnt save changes for spike-top and i can't just modify palette C since that messes up koopas and mushrooms.

alternatively, how do i make a sprite that walks along walls and ceilings like spike top (which i don't think is disassembled)
tweaker seems to do what i need.

thanks for your help.
how do i make things appear in front of mario? particularly harmless things like shrubs. is there a quick fix like editing the map16 properties?
to get foreground tiles which mario can walk in front of:

edit 16x16 attributes -> make tile behave like 25

to get a tile in front of mario:

edit 16x16 attributes -> change attributes of all 4 tiles ->
set to "Layer Priority Enable"

as for the ramp, i think you have to edit the individual 8x8 tiles. the tiles themselves behave differently than when you place the whole object.
i recall that there is a pretty good tutorial for blocktool in the tutorial section. the confusing part is that you have to pick a specific tile in your map16, and it only inserts the property into that single tile. since the first 3 pages are regular game and tileset specific tiles, you probably want to use map tiles 0x300 or above.
i am having two problems with layer 3 water - high and low tides:

off the bat, the water flashes different colors - regular blue and green. is this from some palette change?

secondly, when mario hits a message box in the level, all the water disappears.

not really sure what is causing this...
how do i change exploding block graphics when monty mole and some other enemies burst out of blocks or the ground. the exploding block graphics currently use mario's palette (#8) but this looks bad when the foreground is a different color. is there some way to make the exploding block use a different palette?
i will try that. thank you.
i saw that CT crimson echoes was discontinued almost a year ago when square-enix sent a cease and desist. i want to play it anyway, so presumably someone out there has the 98% complete beta version. has anyone had any luck with the torrents or knows some other site that may be hosting some archive?
Pages: « 1 »
minorgroove's Profile - Posts by minorgroove

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2013 - SMW Central
Legal Information - Link To Us


Total queries: 27

Menu