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Official Tool/Sprite/Etc. Help Thread
Forum Index - SMW Hacking - General SMW Hacking Help - Official Tool/Sprite/Etc. Help Thread
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This is so we don't get a bunch of threads asking for problems with things, so that they can be posted and answered here.
Last edited on 2008-12-02 09:23:19 AM by Lightvayne.
I'm using an older version of SpriteTool, and for some reason, in one of my levels, the Elevator Sprites won't come out of the Elevator Blocks. I have the offsets set up right, and the Sprite itself is set correctly. Yet there seems to be no way to tell WHAT is making the sprite stop coming out of the block. Worse yet, it seems to not come out of some blocks, but then suddenly come out of others in the exact same level. Any ideas what's wrong? The only custom sprites in the level come from the Donut Blocks and the Elevator blocks. No other custom sprites are used in that part of the level.
I think that the elevator sprite must be inserted as a certain sprite number. Check the readme.
Do someone know the Japanese Sprites from this Japanese Site? It has a patch with it. STARSW.zip i think. There is this level ender sprite. When you get in the screen where you put in the level ender sprite and kill all enemys it teleport you to the level that the screen number has. Now, when I insert it, it works one time and the other times it freezes the game when you enter the level.

It is about YY-CHR. I often read, draw them yourself in YY-CHR. When I want to draw graphics, the colors messed up, with savestate loaded its not better. If I want to recolor the stem of the piranha plant it is at least red or black. How do you draw in YY-CHR?

HDMA: My piranha plant is in front of the objects when I use HDMA and when I go a pipe down im in front of it to. How can I fix this?
Last edited on 2007-08-22 03:26:08 AM by Buu.
Originally posted by Buu-Huu
Do someone know the Japanese Sprites from this Japanese Site? It has a patch with it. STARSW.zip i think. There is this level ender sprite. When you get in the screen where you put in the level ender sprite and kill all enemys it teleport you to the level that the screen number has. Now, when I insert it, it works one time and the other times it freezes the game when you enter the level.

It is about YY-CHR. I often read, draw them yourself in YY-CHR. When I want to draw graphics, the colors messed up, with savestate loaded its not better. If I want to recolor the stem of the piranha plant it is at least red or black. How do you draw in YY-CHR?

HDMA: My piranha plant is in front of the objects when I use HDMA and when I go a pipe down im in front of it to. How can I fix this?


For the HDMA problem, go into the 16x16 Tile Editor in LM and enable layer priority for pipes.
Ghettoyouth said this too. But it wont work. And yes, I pressed F9.
Did you right click to repaste the edited tile after enabling it, THEN press F9?
Ok im trying to add a custom goomba but when it squishes i get garbled GFX why is that do ya think...
How do you use addmusic?
Put a copy of your ROM in the addmusic folder, named smw.smc. IT MUST BE 1MB!
Put a copy of cmd.exe in the addmusic folder. MAKE SURE ITS NOT A SHORTCUT.
Open up cmd.exe. It should already say the folder's path, followed by ">" Type "addmusic smw.smc INIT" without the quotes. To insert OW music type "addmusic smw.smc" and for level music type "addmusic smw.smc LEVEL" both without the quotes.
Originally posted by Kidlink03
Ok im trying to add a custom goomba but when it squishes i get garbled GFX why is that do ya think...

You have to use ExGFX... or normal GFX.
Well, in SMW, an unused "5-up" tile is in GFX00, replace that tile with a squished goomba tile. Either ripped or custom made.

The tile is near the fire flower and it's number is 38, by the way.
When you said sprite/ect., does that mean blocks as well?
Yeeeeeeeeeeeeeeees...
Ok.
I used the EXE file in the blocks section that installs the screen scrolling pipes, but when I used the pipes, I came out invisible and could not interact with sprites (like grabbing a mushroom)
*sigh* Theres a .dsc file included with the pack, I suggest you use it, rename it to romname.dsc and it'll put display the dercription of ALL blocks in the map16 page. You'll know what the invisable tile are for now...
*previous post nulled because I got a good dsc file*

Anyone know how to change the description background colors for blocks (the description that you get when you hover over a block or sprite?)?
Last edited on 2007-08-24 06:41:53 PM by Gannon8.
Just read the info on sqishing goomba thanks i replaced the sprite with a squished koopa. and preformed minor touchups.
@Gannon8: You open the DSC file in notepad and ... I forgot the rest, I'll check the help file...
Ah, open the help file and look for custom tooltips, then choose custom tooltips for direct map16 access.

"Custom Tooltips for Direct Map16 Tiles

You can customize Lunar Magic's tooltip text for individual tiles in levels. Keep in mind that these tooltips are not used for the objects, or the tiles that make up the objects they're only for the tiles placed using the Direct Map16 Access feature.

"To do this, create a text file with the same name as your ROM but with a .dsc extension (ie. marioworld.dsc) and put it in the same folder as your ROM file. The format of each line in the text file is:

Tile Number (in hex), TAB, Reserved Value (in hex), TAB, Tooltip text.

The reserved value should be zero for single tiles, or 1 to fill an entire "page" (0x100) tiles with that same tooltip.

If you want to include a comment in the file, start the line with a semicolon ";" character.

The custom tooltips will use a different background color than Lunar Magic's standard tooltips. But there are special escape sequences that you can include inside the tooltip text to change the text and background color of the current tooltip. The codes available are:

\n Line feed for tooltip text.
\r Carriage return for tooltip text (not needed).
\\ Lets you use the \ character.
\bXXXXXX Change the tooltip background color to XXXXXX (24 bit RGB hex value).
\fXXXXXX Change the tooltip foreground (text) color to XXXXXX (24 bit RGB hex value).
\dXXXXXX Change the amount of time that the tooltip is displayed to XXXXXX ms (6 digit hex value).
\wXXXXXX Change the width of the tooltip to XXXXXX pixels (6 digit hex value)."


Now, I have a problem of my own, when I use the castle entrance sprite, by Ghettoyouth, Mario walks, faces up, keeps going and gets teleported via teleport blocks that make a pipe sound, the thing is, I can't move Mario after entering in the level ( via vertical pipe up). I can only spin jump, also, I waited until the time is up and when I got to the OW, I cannot move Mario from the level tile I entered. I'm using a pipe entrance to the directed level, by the way.

Nevermind... it was the teleport block with a sound effect that was making this, I'm glad I found a way to fix it. :)
Last edited on 2007-08-24 10:38:17 PM by Bad luck man.
Heres the deal Im trying to use block tool but it wont save the blocks into a ROM it wont even load the blocks in lunar magic so I can put in GFX. PS. Pressing F9 wont help because it doesnt seem to save the blocks so they can even be used all I get were it was inserted is a grey cement block.
Anybody know how to make a shooter... shoot up or down depending on the extra bit? :O
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