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| Posted on 2009-02-08 09:39:36 PM |
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Originally posted by imameliaWhile we're on the subject of overworld tile editing, is there any way to change the green Mario paths? As in the actual path tiles themselves?
Click on the ghost house in the toolbar, then you will be able to move the paths around. To get new tiles, click on the Blue switch palace in the toolbar. The window that appears is the tile selector for the 16x16 tiles.
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| Posted on 2009-02-09 01:41:11 AM |
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This may be a dumb question, but how do I use sprites from different graphics indexes in the same level without some of them getting glitchy? I want a spiny (SP4=02) and a volcano plant (SP4=09) in the same level.
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| Posted on 2009-02-09 01:46:25 AM |
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Make a copy of GFX02, open it in YY-CHR, open GFX09, copy the volcano lotus tiles, and paste them in the same relative spot in the GFX02 copy. Then, just insert it as ExGFX.
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| Last edited on 2009-02-09 01:46:35 AM by yoshicookiezeus. |
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| Posted on 2009-02-09 05:14:15 AM |
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Thanks, I'll try that. But will that affect every level throughout the ROM, or just that one level?
Too bad nobody's found a way to make this possible without ExGFX.
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| Posted on 2009-02-09 05:20:17 AM |
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Just that level, unless you put that ExGFX file in every level.
Although another way could be to put both together by remapping their tiles.
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| Last edited on 2009-02-09 05:22:42 AM by Nesquik Bunny. |
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| Posted on 2009-02-09 04:44:10 PM |
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Originally posted by imameliaHow do I change colors 6D and 7D of the overworld palette? I think those are the two colors used for the level tile dots (am I correct?), but for some reason, they won't change in the palette editor. If I wanted to, for example, use green and blue instead of yellow and red, would that be possible? Are any of the colors in the second half of the overworld palette possible to change? (Also, tiles 1D6-1DF, 1E6, 1E7, and 1E9-1EF are unused and therefore okay to edit, right?
While we're on the subject of overworld tile editing, is there any way to change the green Mario paths? As in the actual path tiles themselves?
Noobish Noobsicle: Um, that didn't answer my question. I know how to move the paths around on the map, but is there any way to actually change the layout of the paths themselves? For example, say I wanted a path that goes out in all four diagonal directions. Or say I wasn't planning on using the path that curves upward to the right. Could I make that tile a level tile rather than a Mario path? (I don't plan on doing either of those things; those are just examples.)
Also, there is still the first, and more important, half of my question.
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| Posted on 2009-02-09 10:34:35 PM |
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Okay, so new Mario paths are out of the question. What about the palette change?
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| Last edited on 2009-02-09 10:35:13 PM by imamelia. |
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| Posted on 2009-02-10 12:35:58 AM |
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Since the colours used for the level tiles are animated, I'm guessing they are hardcoded, meaning you'd have to use a hex editor to change them. However, I have no idea where that data may be stored...
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| Last edited on 2009-02-10 12:36:16 AM by yoshicookiezeus. |
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| Posted on 2009-02-10 01:49:16 AM |
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When I change the back area color in the "Change Palettes in Header" dialog box, the changes don't appear in the ROM when I play the level. (It doesn't affect gameplay, but it is unsightly.)
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| Posted on 2009-02-10 02:03:47 AM |
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Did you click "Save RGBs to ROM" in the palette window? That could be why the changes don't appear.
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| Posted on 2009-02-10 03:01:34 AM |
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Originally posted by IceguyDid you click "Save RGBs to ROM" in the palette window? That could be why the changes don't appear.
Well, that works, except now that becomes the back area color for all the levels instead of just that one.
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| Posted on 2009-02-10 03:10:17 AM |
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It means that you didn't enable a custom palette. You click palette -> enable custom palette, and then change it.
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| Posted on 2009-02-10 05:40:41 AM |
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Damnit, now I have a sprite that refuses to show up. I've tried moving it around, removing all the other sprites (even though I don't think it was a sprite limit issue - the level is only like 1/3 done). Is there something about jumping piranha plants I don't know?
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| Posted on 2009-02-10 05:07:51 PM |
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what all do i need to do mario hacks?
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| Posted on 2009-02-10 05:34:07 PM |
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is there any tutorial on .asm coding? its basically all i have left to learn about hacking that i would use XD
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| Posted on 2009-02-10 05:55:49 PM |
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Originally posted by Buddy7765what all do i need to do mario hacks?
What do you mean exactly? All you need to do is make a decent hack containing good level design. You can make your hack even better by adding some custom things, and or some ASM.
Originally posted by tam6231990is there any tutorial on .asm coding? its basically all i have left to learn about hacking that i would use XD
There are many tutorials on ASM. You can find a basic tutorial here, and a more advanced tutorial here. Good luck!
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| Last edited on 2009-02-10 05:56:24 PM by Mr. Weegee. |
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| Posted on 2009-02-10 07:09:23 PM |
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Originally posted by tam6231990is there any tutorial on .asm coding? its basically all i have left to learn about hacking that i would use XD
Originally posted by Mr. WeegeeThere are many tutorials on ASM. You can find a basic tutorial here, and a more advanced tutorial here. Good luck!
does this method pertain to making custom sprites? if not where can i find that? thnx btw
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| Last edited on 2009-02-10 07:11:03 PM by Slash Man. |
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| Posted on 2009-02-11 08:47:12 AM |
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Originally posted by Buddy7765what all do i need to do mario hacks?
If you want to know how to play SMW hacks, check the FAQ for "IPS files".
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| Posted on 2009-02-11 09:32:39 AM |
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I've read the "Tip of the day" on the top of the site, and I'm wondering, what IS level mode 1E, and, how do you use it?
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Forum Index - SMW Hacking - General SMW Hacking Help - Ask anything about SMW Hacking [V.2.0] |