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Tip: Press F2 on the level editor to see sub-screen boundaries. This will help you avoid glitching Dragon Coins by putting them on the sub-screen boundaries.
Official Tool/Sprite/Etc. Help Thread
Forum Index - SMW Hacking - General SMW Hacking Help - Official Tool/Sprite/Etc. Help Thread
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Try using this patch.
Originally posted by DiscoMan
Try using this patch.

That's only to fix the reversed colours on Magikoopas robe. I already used it anyways thinking it was going to do something but it didn't.
I never tried it out myself but there's a hex edit for it if you want to try it out:
Code
1BB02 $03:B902 128 bytes Palette Magikoopa palettes (8 palettes; 8 colours each, including transparent colour)
So I guess I should be using Translhextion for this then. I guess I was going to have to use it at some point
Actually you don't need Translhextion, just use this patch and change the values you want:

Code
HEADER LOROM org $03B902 db $xx,$xx,$xx,$xx,$xx,$xx,$xx,$xx


Change these x's to the value you want.
Last edited on 2012-03-03 04:02:25 PM by DiscoMan.
Code
header lorom org $03B902 db $00,$FF,$00,$08,$AD,$31,$D3,$C2


So this is the patch I made. I changed it to the palette I wanted it to. Did nothing. #mlp{ts}
Is there a way to tweak the palette the coin game cloud's smile coin uses?

It's an extended sprite; sprite 0A.
Dunno much about YYPPCCCT properties, but I found this in the ROM map:

11F50 | $02:9D50 | 1 byte | Sprite tilemap related | The YXPPCCCT properties for the tile used for the Smiley Coin in the Coin Cloud Game.
Originally posted by mockingod
Dunno much about YYPPCCCT properties, but I found this in the ROM map:

11F50 | $02:9D50 | 1 byte | Sprite tilemap related | The YXPPCCCT properties for the tile used for the Smiley Coin in the Coin Cloud Game.



I was about to look that up in the ROM Map, since I did some researching on the matter.

Thanks! It saves time!

(Also, I found the answer to my question; bookmarked the link I posted for future references)

~

Is there any fix to sprite 8E, the "Invisible 'Warp Hole' Blocks" sprite?
That sprite's useless, what would you use it for?. And no, I don't know a way to fix it.
Originally posted by New Hacker
That sprite's useless, what would you use it for?. And no, I don't know a way to fix it.


It's a pretty underestimated sprite; it's actually pretty useful if you don't want the player to move back to the left.

Although, I already found an alternative to this without signing for another block in SMWCP2...
So, I'm now editing Bowser's palette in YYCHR and its possible to in this program right?
Last edited on 2012-03-27 08:21:02 AM by Vyzor.
Err, if you do it right.

You can export YY-CHR's palette and import into lunar magic. However, that will overwrite every palette, possibly screwing up your level.



Edit the palette in Lunar Magic itself. Much easier.
I'm trying to make another layer 3 background using racing stripe but I need it to be larger than the allotted 64x64 tiles. Is there a way to make the "canvas size" bigger? (specifically 128x64 tiles)
Hey, uhm, this may seem to be a simple question, but how do I get the Growing Vine Piranha Plant (disassaembly) generate tile 25 instead of tile 6 (the vine tile)?

I looked at disassembly to see if I can do this myself, but unfortunately, I still don't understand which is which D:

Also, how do I make it spawn when Mario right near it?
Last edited on 2012-04-06 03:32:01 PM by Punk Sarcophagus.
For the tile change this:

Code
LDA #$03 ; block to generate: STA $9C ; vine tile JSL $00BEB0 ; generate common Map16 tile routine


To:

Code
LDA #$02 ; block to generate: STA $9C ; tile 25 JSL $00BEB0 ; generate common Map16 tile routine
Last edited on 2012-04-06 05:03:15 PM by Masterlink.
Originally posted by Masterlink
For the tile change this:

Code
LDA #$03 ; block to generate: STA $9C ; vine tile JSL $00BEB0 ; generate common Map16 tile routine


To:

Code
LDA #$02 ; block to generate: STA $9C ; tile 25 JSL $00BEB0 ; generate common Map16 tile routine


Oh wow! I was actally gona ask if that's the part I change, but I was unsure!

~

Also, how do I make it not spawn anymore? I thought it was a cfg fix, but it actually isn't the case...
Hey, just wondering, how would I change the Special World Overworld sprite of the Super Famicom logo?
Look again; it's not a sprite, it's an amount of layer 1 tiles editable through YY-CHR.
Yeah, you must edit GFX1E to edit the super famicom logo.
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