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Official Tool/Sprite/Etc. Help Thread

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Originally posted by andy_k_250
So, what's the squash cfg for?

It's practically a small edit of the SMW goomba, it'll act like it'll do when you enable "Can be jumped on" and "Dies when jumped on" in tweaker.
But, the "squished" tile is messed up. You'll have to do a small hex edit (forgot the addres and too lazy to search in the ROM map`) or use my patch in the patches section (the Squished Goomba tile fix patch). It'll make the squished tile use the unused 5-up tile, I also made some crappy-looking GFX. :P
The Yoshi Fireball Block Doesn't work.
Originally posted by Sparx
I mean did you open the block file (.bin) with a hex editor and change byte 0x15 (originally 87) to the number you put the custom sprite as?


What happened when I did this, Rom crashed and, or froze.
Any Suggestions -_-
I wonder what a HFD opcode would do in ASM...
HEY,LISTEN



I don't know what's wrong then -.-

But another mushroom block problem I came across (ignore my old one) is that when I turn around while carrying it, an 8x8 tile randomly appears on the screen, a green springboard tile. Other custom sprites I have are a gusty generator, ghettoyouth's snowman, and a stationary springboard (but it's red, unlike the 8x8. Anybody know what's wrong?



Is there a way to make, or has anyone made, SMB2-style sand using Block Tool or anything else? I guess you would need a block that is spin-jump-crushable and solid on the top, and passable from the sides and bottom? Possibly crushable from a hit from underneath.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
could someone help me, PLEASE?

read my previous posts here.
I wonder what a HFD opcode would do in ASM...
Hey, can someone help me? I'm kinda new to SMW hacking and I'm trying to insert custom sprites. I do everything correctly, but when I load the ROM again or play it in an emulator, the sprite I insert (Hammer Bro) works perfectly, but the background graphics and some ExGFX graphics get all weird. Am I doing something wrong?

Thanks...
Did you insert it in the SP4 ar Sp3 section?

Can some one help me with my problem too?
It is kinda anoying only having one custom enemy...
Yeah, I did insert it in SP3, which is the section the TileMap thingy says.

Yes, i tried that, but when i inserted the second sprite, the first turned into a fuzzy falling from the sky...
.....................................................................
You need to insert the sprite in the same list. Not make a new list then insert a sprite.
I have the sprite list so that I can insert the poison mushroom and I inserted the sprites and it says they were inserted correctly. the sprite just falls off the screen like a sprite that hasn't been inserted. Also how would I make it come out of a block.

EDIT; okay i got it working now i just want it to come out of a block.
Hey, no se ingles hay algun tread in spanish? es que queria saber si han editado un bloque que se destroye con bombas, seria buena idea.
Your layout has been removed.
what map 16 area should i set the blocks to? im trying to use the fast movement blocks and using 2 of them.
Pages 3-F.
You can also use 0x2, but it'll bring lotsa spaghetti trouble with GFX. Since it's tileset specific, it'll change it's map16 GFX settings depending on the tileset, it wont change how it behaves though.
Originally posted by Boingboingsplat
Pages 3-F.


what exact address should i use in blocktool?
Um, the hex address of where you want to put the block converted to decimal maybe? >_>
Use the Windows Calculator to do the conversions if you don't know how to. There are buttons for hex, bin, decimal and otehr stuff, if you set it in the Scientific Mode.
thanks guys for helping me, im kinda retarded.

Edit: i got it nvd.
Can someone please tell me what are the Map16 Numbers for Music Change Block?

Here is how the block works in Lunar Magic:

Taken from Block Tool
When mario hits any of the blocks from whatever page you have chosen, the block takes the lower part of the map16 number (so 600 = 00) and sends it to the music change register. Some values will change the music track thats being played, others are sound commands like "stop sound" and "adjust volume". A complete list is in the works and will be available later. Just put one in a level somewhere and when mario hits it from any direction, it will activate.

If this is too complicated can someone make this easier and create a block which doesn't take up a whole page please?

Many thanks...
LWares87
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