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Official Tool/Sprite/Etc. Help Thread

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Originally posted by Yan
How do I lock player animation if he's touching a block? I mean just the graphics animation, not the movement.

Code
db $42

JMP Mario : JMP Mario : JMP Mario
JMP Return : JMP Return
JMP Return : JMP Return
JMP Mario : JMP Mario : JMP Mario


Mario:
	STZ $13E0
Return:
	RTL




Originally posted by Yan
Is it possible to lock player from shooting fireballs and other types of projectiles, but without affecting the running? (since it uses the same buttons)?

Code
!FreeRAM = $13E6

org $00D085
	NOP
	autoclean JSL FireballHijack

freecode
FireballHijack:		LDA $73			; > Ducking
			ORA $187A		; > On yoshi
			ORA !FreeRAM		; > Or freeram
			RTL




Originally posted by Yan
Thanks in advance

Welcome in advance?
Originally posted by Technius

Code
db $42

JMP Mario : JMP Mario : JMP Mario
JMP Return : JMP Return
JMP Return : JMP Return
JMP Mario : JMP Mario : JMP Mario


Mario:
	STZ $13E0
Return:
	RTL



This one works as intended! Thank you!

Originally posted by Technius

Code
!FreeRAM = $13E6

org $00D085
	NOP
	autoclean JSL FireballHijack

freecode
FireballHijack:		LDA $73			; > Ducking
			ORA $187A		; > On yoshi
			ORA !FreeRAM		; > Or freeram
			RTL



Let's see if I understand correctly. I'm hijacking fireball routine so if that FreeRAM is set, Mario won't be able to spawn fireballs or other projectiles, right?

How do I set that FreeRAM? I just store any value different than zero to it?

Originally posted by Technius

Originally posted by Yan
Thanks in advance

Welcome in advance?

#w{=P}
Originally posted by Yan
How do I set that FreeRAM? I just store any value different than zero to it?

Correctly.
Q: I see a lot of bosses that are compatible with regular level modes. Is it possible to do this with Bowser?

Somewhere down the line, I want to have a battle with Bowser, where the screen automatically scrolls to the right, along a foreground.

Also, when Bowser is defeated, Peach shouldn't fall down & end the game there, but the level should pass.


I'm not asking anyone for a magic patch, I'm just asking about the feasibility of having the traditional SMW Bowser boss in a regular GFX level. It would have the kind of mechanics where you're basically chasing after him.

<- Put this... into this! ->



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It'd be pretty difficult and you'd have to definitely trim down the animation, but it'd probably be possible to make Bowser into a normal sprite. The big problem with doing that, however, is that Bowser uses Mode 7 for its rotation and scaling (flying in/out) effects. That means, if you want to use him in a normal level, you'd have to translate those animations into actual sprite tiles, and that would need quite a few.

That said, the rest of his functionality (flying around, throwing MechaKoopas, etc) would be much more feasable. You'd still have to modify his graphics routine and movement to make him into an actual sprite, though.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
It'd be pretty difficult and you'd have to definitely trim down the animation, but it'd probably be possible to make Bowser into a normal sprite. The big problem with doing that, however, is that Bowser uses Mode 7 for its rotation and scaling (flying in/out) effects. That means, if you want to use him in a normal level, you'd have to translate those animations into actual sprite tiles, and that would need quite a few.


I see... Do you think perhaps there's any way of creating a Mode 7 scrolling level? So the ground is more of an amalgamation of moving platforms.

I'm looking for any way to make Bowser into a very different kind of boss, mechanically speaking. A long time ago I had my first few goes at tweaking Bowser with Translhextion (video); changing Bowser's movements is one hell of a tuning process.

Quote
That said, the rest of his functionality (flying around, throwing MechaKoopas, etc) would be much more feasable. You'd still have to modify his graphics routine and movement to make him into an actual sprite, though.


Well, that's what I had in mind anyway, just him moving around, throwing Mecha Koopa's and dropping balls that stop at a set Y value (although that can obviously be replaced with a homing bowling ball).

I suppose there's no little tweak for this, understandably.



YouTube Twitter Twitch
One of the sprites I'm using isn't appearing in game as it should. I'm using one of the sprites that came with Romi's sprite tool. The Classic goomba sprite. It shows up in game as a messed up fish.

This is what I have configured


This is my ExGFX folder B1 is the file with the goomba sprite


Here it is the 8x8 Tile editor


ExGFX Bypass


Here's what they look like in lunar magic


And here's what it looks like in game


Does anyone know what I did wrong and how I can fix it? Any help would be appreciated
That GFX file belongs in SP2, not SP3 or SP4.
<blm> zsnes users are the flatearthers of emulation
Thanks. I have another issue though.


This doesn't seem to be the correct palette. And when I stomp on the goomba, the sprite glitches out.

The first problem is solved by... just creating a new pallet (dunno why Sprite Tool doesn't include custom pallets). I'll later add a pallet for the SMB3 goomba. The second problem is caused by a missing GFX file for a stomped goomba (don't ask). It can be downloaded here. Also, I'm really wondering how you messed up with the ExGFX. I mean, you see it's an edited GFX01.bin so it's very obvious where to put it in.

Mod edit: You want [url] here, not [quote].
Thanks. I've just started to work with the ExGFX in lunar magic so a lot of this is pretty confusing to me. Where would I put this palette for the goomba?

EDIT: Never mind I found a post here with an explanation of how to get the squished goomba graphics in and I did it successfully. I just need the palette for the goomba and where to put it.
hello. i downloaded BTSD and when i insert a block it's okay but when i open lunar magic nothing is changed #smw{>:(}
Small question: Why do you use BTSD instead of GPS? The only reason to use it are for .bin blocks and FuSoYa's screen scrolling pipes and even then, you can do some workarounds (i.e. use ASM files with the bin block's codes and a modified main.asm). If you got the information by an old thread or the F.A.Q., blame them because they're outdated.
To the actual problem: What do you mean by "Nothing is changed"? Do you mean, the block does absolutely nothing or the graphics aren't changed and the discription (if you use a discription) stay the same but the block itself does something? If the former, you did something wrong, if the latter, you need to create some graphics (i.e. actual custom graphics or borrow vanilla graphics) and set the acts like setting for it and the discription gets loaded first you reload LM. You can also link to the block or post its code if it's the former case.
Now i have been thinking that i should make my own powerup sprites for mario and luigi. How can i make powerups sprites for both of them in SMB3 style and then how can i create a asm and cfg for both of them. Is there a tool? Also, Do i have to load up smb3 on SpriteGFXCreator? If yes, then tell me how can i make the sprite and also change the pallete for both of them and also replace cape and then how to change what it does? If no, then tell me everthing. please


EDIT: You can find the same thing here<http://www.smwcentral.net/?p=viewthread&t=82888> if you want to reply.
Hello everybody,
sorry if I am horribly wrong here with my question. I am just so frustrated because I cannot find this one single dang Sprite! #tb{XD}
I am looking for the Volcano Lotus, working on my very first Level. Does anybody have any instructions for me how to find this plant?
Thanks for the attention.

Best regs,
Deven.
Couldn't you just use the search bar at the sprite window and search for "Vulcano" or "Lotus"? If you still can't find it, it's sprite 99.
Hello,
I've used the search bar in different windows several times, tried to change some settings, used Google, already found out about the ID 99 but still no success.
Then you mostly likely have activated the sprite filter related to the current level's graphics (#lm{hidegfx}) activated. Either disable that, open #lm{sgfxby} and change SP04 to GFX09 or GFX0E or open #lm{gfxby} and change the sprite tileset to either 5 (Pokey), A (Mecha Koopa, not recommend) or E (Ninji).
Thank you, that was really helpful. I have something you can maybe help me on too, if you are willing. #tb{XD}
I am looking for this umm.. you know that green jumping thing you can carry around, I don't have the word, english is not my first language, honestly. I am looking for this as standalone and the block where it is inside. Any idea? Thanks again so much for your help here.
You mean the carriable springboard? That's sprite 2F, and it's in the "Standard Sprites" menu (if you're not just on "All Sprites"). There actually isn't a block that contains one in SMW, so you'd need a custom block or a hex edit for that. I have a custom block that does what you want, but it requires a patch (edit1754's "Bounce Block Unrestrictor" patch, which is useful for custom blocks anyway, especially ones that contain items).

By the way, we actually do have a forum specifically for non-English SMW hacking questions, though it doesn't cover every language.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
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