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Tip: Avoid making large, flat, boring stretches of land. Vary up the architecture and spritework in your levels.
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You use a custom block that kills Mario instead. There is no original tile that kills Mario instantly when he touches it from below.
Originally posted by Wiimeiser
My ROM counts addresses in this order in Translhextion:

024
048
06c
090
0b4
0d8
0fc
120
144
Etc...
Is this normal?


Are you referring to the offset list at the very left? I don't see anything wrong with that.

Originally posted by leod
Yes, I think so, because its not Decimal, its so called Heximal (Hex)


Heh... It's called hexadecimal, not Heximal. :P I don't know the answer to your question though - Sorry.

Originally posted by The Oncoming Storm
I'm having a lot of trouble with the flipped lava tile. You know when you flip the lava tile on the map16 editor it... It acts like water. How would I fix this?


EDIT: Hm... Do what YCZ suggested, I guess.
Last edited on 2009-09-28 11:20:05 AM by WhiteYoshiEgg.
Boy, it's been a long time since I've posted a serious question in here. Okay, well, I seem to be having trouble with the the Yoshi coin. I changed the tilemap of the bottom tile, and now whenever I touch the bottom tile of the coin, it disappears separately from the top half, causing the player to get two Yoshi coins. (It acts like a normal Yoshi coin when the player touches it from the top.) Is there any way to fix this (other than making all of the coins accessible only from the top)? Can I change the tilemap of individual Map16 tiles that are used in an object without affecting the function of the object as a whole?
Originally posted by imamelia
Boy, it's been a long time since I've posted a serious question in here. Okay, well, I seem to be having trouble with the the Yoshi coin. I changed the tilemap of the bottom tile, and now whenever I touch the bottom tile of the coin, it disappears separately from the top half, causing the player to get two Yoshi coins. (It acts like a normal Yoshi coin when the player touches it from the top.) Is there any way to fix this (other than making all of the coins accessible only from the top)? Can I change the tilemap of individual Map16 tiles that are used in an object without affecting the function of the object as a whole?

Your best bet is to change the Yoshi Coin graphics and only use one tile, replacing the other with tile 25. Oh and how do you make single-tile Yoshi coins that don't change the block above/below them? Is there a custom block or a hex edit?
I thought of putting just the top tile into the level, but since that is a tile rather than an object, I doubt it would work. It would probably reappear on level load. You're recommending I make the bottom tile look and act like tile 25 so that the player goes right through it anyway? I could do it, but I certainly hope that wouldn't screw anything up....
Originally posted by imamelia
I could do it, but I certainly hope that wouldn't screw anything up....

Just don't put it on top of another object. Have a couple tiles in between.
Tried Installing SMB3 Mario.

Worked...sort of.

The sprites are glitched. When I Inserted the ExGFX (Not quick insert, but the full insert from the file menu option), it went in.

-Use Joined GFX files was unchecked
-The Mario Palette was the same as it would be normally in-game.

Was there something I could have done wrong?
Last edited on 2009-09-30 01:25:20 PM by Sagittaire.
Is there any way to make a custom layer 2 sprite that makes layer 2 rise? I want to make a level with rising lava, which can scroll upwards independent of anything else.
Is there a way to use a midway point on a level other than the entry level? For example, the player enters on level 1. Level 1 goes to level 2. Level 2 goes to 3, and 3 has a midway point. Problem is, when I touch it, Mario starts back from level 1 instead of 3. I tried starting in 3 and touching it and it worked fine.
As far as i know, there is no way to do it.
The only way is to make a small room with an exit to the midway point from level 1 to level 3.
Does anyone know if sprites can be inserted more than once?
Originally posted by GN
As far as i know, there is no way to do it.
The only way is to make a small room with an exit to the midway point from level 1 to level 3.


Hmm. So make a room from 3>1 have midway flag + spawn spot and then go back down to 3?

Can't believe I never thought of doing that. Thanks.
Last edited on 2009-09-30 05:56:33 PM by ArcticPrism.
I am trying to change a value in the "[Xkas] All Switch Blocks Have Powerups v. 1.1" patch, but I can't find the correct one. I am trying to get a block to give multiple coins instead of one.

The readme only gave me this information:
Recommendable values:
- 02 = Mushroom
- 04 = Instant fire flower
- 05 = Fire flower if not small, mushroom if small.
- 06 = Star
- 07 = Star if already star, coin if no star.
- 08 = Feather
- 09 = Feather if not small, mushroom if small.
- 0A = 1UP
- 0B = 1UP if not small, mushroom if small.
- 0C = Coin
- 10 = Vine
- 11 = Vine if not small, mushroom if small.
- 18 = Yoshi Egg
- 1A = Koopa Shell

Any help would be much appreciated.

Thanks! :)
Originally posted by Izzys on fire
Does anyone know if sprites can be inserted more than once?

Via SpriteTool? Yes, SpriteTool always deletes all custom sprites from the rom and re-inserts them.
Everybody knows about AddMusic , and AddMusic by Carol . Right?

Well I would like to know where the music comes from. The music nice
and all and I was curious.

I was also wondering if it was free to use in a hack being submitted.
(Which Im not even CLOSE to doing right now.) Or if you have to ask someone.
I'm kind of confused about LMs new ability to add custom sprites to the list. It would be helpful if someone could make a small tutorial, because I think a lot of people might get confused about this.
Originally posted by Jack the Ripper
words

May I suggest this?
Is there a way to use the mist layer 3 in another tileset? Like castle, rather than ghost house? I tried setting the tileset to ghost house, and then doing the super GFX bypass to change the FG graphics, but I can't use the tileset specific stuff due to that.
Is it possible to cause the "Fast Background Scroll" to activate via something other than the 1 or 2 sprite platforms that activate it?
ArcticPrism:

Originally posted by ROM map (it's been feeling lonely lately D:)
29200 | $05:9000 | 135 bytes | Pointer | 24-bit layer 3 pointer. 3 pointer addresses per FG/BG tileset (tilesets 0-E). First pointer for low and high tides, second pointer for low tide only, third pointer for tileset specific layer 3 (although technically, all layer 3 settings here can be tileset specific).


The description pretty much explains it all, but if you need help, then don't be afraid to postcount ask.


Plasma:

Originally posted by ROM map (READ ME PEOPLES!)
2C9BC | $05:C7BC | 3 bytes | Misc. | Change to A9 08 EA and the background will start scrolling fast with generator F4 without having to touch platform C1


That will change it in the whole game, so beware.
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