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Forum Index - SMW Hacking - General SMW Hacking Help - Ask anything about SMW Hacking [V.2.0] |
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| Posted on 2011-01-10 04:43:52 PM |
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how do you make your own backgrounds and a map16page file?
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| Posted on 2011-01-12 02:13:08 AM |
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Hey its me again with another question.
I know how to insert a single bg graphic into my rom, but when I go to download another graphic i want to use, when it comes with a "map16pagebin"file and it ask if I want to replace the one that's already there, do I say yes?
And do I have to load every Graphic I get?
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| Posted on 2011-01-12 01:33:53 PM |
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Originally posted by EvilGuy0613Hey its me again with another question.
I know how to insert a single bg graphic into my rom, but when I go to download another graphic i want to use, when it comes with a "map16pagebin"file and it ask if I want to replace the one that's already there, do I say yes?
And do I have to load every Graphic I get? Similar question: I have the [FG] Cave Story - First Cave ExGFX inserted in a level of mine. I however want to use [FG] Cave Story - Balcony as well in that level. Both come with their own palette files, so I can't just put them together, can I?
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| Posted on 2011-01-12 03:34:22 PM |
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Originally posted by GasparXRIs there a way using a hex editor or ASM edits to change the exit tiles, so that they will reload the special world palette if the correct level is beaten? I'm aware that Star and Pipe tiles do this, but I'm out of slots for pipes and stars in my ROM.
If I understood your question correct;
In the overworld editor you can change that.
Go to ''Overworld'' then ''Change special world levels''.
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| Posted on 2011-01-12 03:58:20 PM |
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Originally posted by PandarenSimilar question: I have the [FG] Cave Story - First Cave ExGFX inserted in a level of mine. I however want to use [FG] Cave Story - Balcony as well in that level. Both come with their own palette files, so I can't just put them together, can I?
Put them together, no. But you can open a second Lunar Magic window, import the palette file in there and CTRL-left click CTRL-right click the colors over into the desired palette row.
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| Last edited on 2011-01-12 03:58:47 PM by Buu. |
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| Posted on 2011-01-12 08:18:25 PM |
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Hello there, I'm Kojeco2. I'm very new to SMWC, and Lunar Magic itself. I have been working on my own hack, Mario & Luigi The Final Stand, which has custom blocks, custom graphics and custom sprites. Two things are missing in that list; custom music and custom backgrounds.
1. My first question is this: How do you insert custom backgrounds into Lunar Magic? I have tried over writing the original background tiles with custom background tiles, I have tried loading a Map16Page.bin and using it as a background, but it does not scroll properly when inserted as a block. What do I do?
2. I have gone through dozens of addmusic tutorials and I have had no luck, either the tutorial says to use Addmusic (not specified which Addmusic), or it is outdated.(download links are missing, etc.) So my question is this: Does anyone know a good, up-to-date addmusic tutorial. (You could just answer in the thread, but that may take a while to type, if you can't find a tutorial, can you just tell me which Addmusic is the best?)
Thanks,
-Kojeco2
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| Posted on 2011-01-15 11:32:30 AM |
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Never mind, I've figured both out on my own. I'll try not to ask anymore n00b questions.
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| Posted on 2011-01-16 12:09:04 PM |
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Q:
Tweaker wont let me change the ledge dwelling monty moles pallette. Ive changed the ground dwelling one to pallette 9 and I want to make the ledge ones pallette 9 aswell. I looked in the rom map for a hex adress but I couldnt fidn anything relavant.
Any help on changing it?
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| Posted on 2011-01-16 12:49:41 PM |
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The YXPPCCCT for the ledge dwelling mole is at x0E56A (SNES: $01E36A), change it to 33
Also, sometimes it'll say other stuff than "YXPPCCCT Value of something" like "Attributes" or anything that is sounds close to YXPPCCCT.
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| Posted on 2011-01-16 01:14:48 PM |
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Originally posted by Ramp202The YXPPCCCT for the ledge dwelling mole is at x0E56A (SNES: $01E36A), change it to 33
Also, sometimes it'll say other stuff than "YXPPCCCT Value of something" like "Attributes" or anything that is sounds close to YXPPCCCT.
Cheers. I will get onto to changing that. ^_^
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| Posted on 2011-01-17 12:44:40 PM |
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excuse me, I'm having this problem:
I don't know why but lately, I inserted some new ExGFX into my hack and suddenly it won't load (I can't play it) what could it be??
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| Posted on 2011-01-17 12:50:05 PM |
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Give us some more information, kid.
Like, how did you insert them, did you get any message, what did you insert them as, and etc.
Post anything that may be useful for us to easier find your problem
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| Posted on 2011-01-17 01:06:46 PM |
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well, I started it only a week ago, and I only have inserted in it, like 8 xkas patches, 20 custom music, VWF cutscenes, like 8 custom sprites and 15 ExGFXs.
the problem started like this...
I was making a new level, and I needed New ExGFX, so I inserted two new ExGFX pages and place them in a 16x16 page, then when I was gonna test it out, it won't open.
could it be the patches or something else I added?
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| Last edited on 2011-01-17 01:08:13 PM by Phantom Kid. |
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| Posted on 2011-01-17 06:27:45 PM |
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Warning: n00b alert.
One more question: I've inserted custom block 130 (appearing/disappearing block 1) in blocktool (not BTSD) into my ROM. It says to use ExAnimated frames, so I look up a few tutorials about it. All the tutorials I can find (I've gone through some 50 tutorials) use an earlier version of Lunar Magic, not v1.82, so I have to find out how to do this myself. Unfortunately, I can't. I've followed a combination of all the tutorials down to the very movements of the mouse, and what do I get? My pipe looks like a brick now, and ontop of that, it doesn't even animate at all. Here are more details:
Brick tile numbers(8x8 editor):680, 681, 690, 691
Disappeared Brick 1 tile numbers:682, 683, 692, 693
Disappeared Brick 2 tile numbers:684, 685, 694, 695
16x16 tile number(destination): 0x324 (0x1920(I have tried using 324 and 1920 (neither overlap the pipe at all) and I have had no results))
Frames 0-7: 680, 681, 690, 691, 680, 681, 690, 691
Frames 8-F: 682, 683, 692, 693, 684, 685, 694, 695
After all of that, nothing happens. I know this is just a giant wall of text but can anyone either:
A). give me the link to an up-to-date tutorial on this.
or
B). Help me find out what is wrong. And please, just because this question isn't as complex as the questions you are probably used to, please don't ignore it.
Thanks,
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| Last edited on 2011-01-17 07:13:30 PM by Kojeco2. |
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| Posted on 2011-01-17 10:47:28 PM |
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Your Destinaion is wrong. you don't right the 16x16 Tile number. you have to open up the 8x8 editor and pick a tile it will overwrite (You can use BG2 & BG3) than do the Map16.
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| Posted on 2011-01-18 04:20:10 PM |
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Thanks Ramp202, it works perfectly fine now.
Sorry, I lied, I do have one more question, but this one is not n00bish.
I have recently created a tower level and at one point you exit the tower and climb the exterior of it. When I tried the regular background scroll, it looked like I was just walking up a big wall, so my question is: What RAM address controls what direction the background scrolls (to make it seem as though you are circling the tower BG) and can it be controlled for individual levels?
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| Last edited on 2011-01-18 04:21:17 PM by Kojeco2. |
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| Posted on 2011-01-18 09:46:19 PM |
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This is an odd question, but is it possible to make the controls more stiff? For my hack, Mario can't have "floaty" controls where he slides around in midair, I want it so that he will stop dead in his tracks once you let go of the arrow keys.
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| Posted on 2011-01-19 05:58:11 PM |
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Dang it! I'm not doing this on purpose I promise!
You all know how I had the problem with the ExAnimated frames? Well, it turns out that when I use Destination: 0x324, it overlaps the mushroom, and now my mushroom has disappeared completely from Lunar Magic (in the emulator it looks like a series of random tiles). Is there any way I can get my mushroom to look normal again or will I just have to start over?
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| Posted on 2011-01-19 06:36:47 PM |
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Change the Destination to something under 2EE (or 2FF) Anything above 300 is Sprite GFX.
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| Posted on 2011-01-20 10:30:41 AM |
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Hello !
I want Mario to walk up a bit when you start a new game in my hack like in the original. It was working before and it stopped working now. I did move his start position around a few times before but now I've put him back exactly on the spot where it's supposed to work (his bottom left square on X=E, Y=50), and it still doesn't work when I start a new game.
Do you know how to fix this ?
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| Last edited on 2011-01-20 10:31:46 AM by PROMETHEUS. |
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Forum Index - SMW Hacking - General SMW Hacking Help - Ask anything about SMW Hacking [V.2.0] |
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