| Official Tool/Sprite/Etc. Help Thread |
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Forum Index - SMW Hacking - General SMW Hacking Help - Official Tool/Sprite/Etc. Help Thread |
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| Posted on 2012-03-03 12:59:23 PM |
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Originally posted by DiscoMan
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.
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| Posted on 2012-03-03 02:04:38 PM |
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I never tried it out myself but there's a hex edit for it if you want to try it out:
Code1BB02 $03:B902 128 bytes Palette Magikoopa palettes
(8 palettes; 8 colours each, including transparent colour)
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| Posted on 2012-03-03 03:58:16 PM |
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So I guess I should be using Translhextion for this then. I guess I was going to have to use it at some point
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| Posted on 2012-03-03 04:02:06 PM |
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Actually you don't need Translhextion, just use this patch and change the values you want:
CodeHEADER
LOROM
org $03B902
db $xx,$xx,$xx,$xx,$xx,$xx,$xx,$xx
Change these x's to the value you want.
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| Last edited on 2012-03-03 04:02:25 PM by DiscoMan. |
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| Posted on 2012-03-03 09:25:31 PM |
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Codeheader
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.
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| Posted on 2012-03-05 12:39:53 AM |
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Is there a way to tweak the palette the coin game cloud's smile coin uses?
It's an extended sprite; sprite 0A.
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| Posted on 2012-03-05 12:46:57 AM |
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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.
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| Posted on 2012-03-05 02:47:06 AM |
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Originally posted by mockingodDunno 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?
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| Posted on 2012-03-05 11:47:00 AM |
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That sprite's useless, what would you use it for?. And no, I don't know a way to fix it.
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| Posted on 2012-03-05 05:45:29 PM |
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Originally posted by New HackerThat 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...
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| Posted on 2012-03-27 08:09:57 AM |
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So, I'm now editing Bowser's palette in YYCHR and its possible to in this program right?
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| Last edited on 2012-03-27 08:21:02 AM by Vyzor. |
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| Posted on 2012-03-27 03:03:51 PM |
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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.
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| Posted on 2012-03-28 10:38:07 AM |
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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)
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| Posted on 2012-04-06 03:08:46 PM |
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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?
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| Last edited on 2012-04-06 03:32:01 PM by Punk Sarcophagus. |
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| Posted on 2012-04-06 05:02:16 PM |
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For the tile change this:
CodeLDA #$03 ; block to generate:
STA $9C ; vine tile
JSL $00BEB0 ; generate common Map16 tile routine
To:
CodeLDA #$02 ; block to generate:
STA $9C ; tile 25
JSL $00BEB0 ; generate common Map16 tile routine
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| Last edited on 2012-04-06 05:03:15 PM by Masterlink. |
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| Posted on 2012-04-06 11:47:02 PM |
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Originally posted by MasterlinkFor the tile change this:
CodeLDA #$03 ; block to generate:
STA $9C ; vine tile
JSL $00BEB0 ; generate common Map16 tile routine
To:
CodeLDA #$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!
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Also, how do I make it not spawn anymore? I thought it was a cfg fix, but it actually isn't the case...
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| Posted on 2012-04-09 12:12:08 AM |
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Hey, just wondering, how would I change the Special World Overworld sprite of the Super Famicom logo?
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| Posted on 2012-04-09 06:30:17 AM |
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Look again; it's not a sprite, it's an amount of layer 1 tiles editable through YY-CHR.
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| Posted on 2012-04-09 01:08:01 PM |
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Yeah, you must edit GFX1E to edit the super famicom logo.
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