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Ask anything about SMW Hacking [Version: 5000]
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Is it possible to either add a second animation graphic file, or replace the orginal ones for 1 level?
In that level I won't need any of the original animations (coins,...) so it wouldn't matter

I don't think it's possible but who knows

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Super Mario Pants World by Romano338
Luigi's Lost Levels by Romano338
You can't replace AN1 (GFX33) on a per-level basis; you can only edit the graphics globally. However, you can use AN2 (set in #lm{sgfxby}) to add up to 0xD0 8x8 tiles for animation. Furthermore, you can use one of four "alternative" ExGFX files per level (by checking the box for such in the ExAnimation editor), each of which can contain up to 0x400 8x8 tiles. To add those, just insert an 8kb GFX file as ExGFX60-63. I recommend using that file for any global ExAnimations.

Also, in case you weren't aware, you can disable the original game's animations entirely on a per-level basis by navigating to "Level > Edit Animation Settings" and unchecking "Enable original game's global tile animations".


Professional frame-by-frame time wizard.
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Thank you!
That's very interesting, especially the 4 new files we can add at 60-63!

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Super Mario Pants World by Romano338
Luigi's Lost Levels by Romano338
Originally posted by Lightvayne
Title archive:
(10-20 titles, for example one mentioning DKC2, has been lost in the mists of time)
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A5k anyth1ng ab0ut SM\/\/ Ha(king [V3rsion: E.o](A5k Qu3st1o|\|s H3re!)
Funny how I started the original thread a little over 2 years ago, and I am once again here to start a brand new chapter.

Also, if you want to look up something from the original thread, go here!
and go here here if you want to see something from the 2.0 thread.

Ask away people!


Hi, I want to know how to edit the overworld correctly, is just that I don't get it.
Originally posted by AlexPivot
Hi, I want to know how to edit the overworld correctly, is just that I don't get it.


There are four things in the overworked that are most important to edit.

#lm{ow16x1},#lm{owev1},#lm{ow8x2}, and #lm{owev2}.
Firstly, the Layer 1 Editor Mode. This is where you put levels, mostly.
Second, the Layer 2 Editor Mode. All of this is purely aesthetic, so do whatever the hell you want.

Now, let's talk about EVENTS. Events trigger whenever you complete a level. Layer 1 event changes can include path creation or castle destruction. Layer 2 event changes happen one-at-a-time, in order, whenever you clear a level. These changes are all purely aesthetic, so just be open-minded. You can do all this with #lm{owev1} and #lm{owev2}.

Any more than that and you're gonna want a YouTube tutorial. As usual,please keep in mind that, although I try to sound professional, the footer is always right.

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In all honesty, I have no idea what I'm talking about.
Originally posted by Thomas
just insert an 8kb GFX file as ExGFX60-63.



Wait... 8kb?! How do I even do that?! I didn't realise in my previous answer that my gfx files are 4kb!
I also just saw in the FAQ that for exanim it's 6kb files, I just used a 4kb. The truth is, I have no idea how to use different types of files! I usually just copy a gfx files and edit, so it's all 4kb

EDIT: It doesn't allow me to use the exgfx60 in my exanim. Tiles of that file starts at B00 in the 8*8 editor and I can't use those in my exanim.

Too bad the exanim file we can import can only be 6kb. 8kb would be perfect for me but it tells me it can glitch the graphics

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Super Mario Pants World by Romano338
Luigi's Lost Levels by Romano338
You need to check "Use Alternate GFX for Source" so that you can chose the tiles of ExGFX60-63 (note that this is on a per slot basis).
And IIRC, ExGFX60-63 can be even up to 32KiB large (a whole ROM bank for reference). The only downside is that these graphics lies uncompressed in the ROM though unless you plan to do a big hack and thus run out of space, it shouldn't be a problem (it's also the same reason you can't chose them in the ExGFX window).

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You can also call to me as MFG or Manuel but not Mario.
On my way to converting all my old sprites to be compatible with pixi,I found some errors.Fixed them except for one in a boss sprite made by Maxx that it's in bold in the piece of code below.I can't tell what's wrong with that line.What could it be?


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Extended sprite routine, adapted by Maxx and Roy, but originally by Carol
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
HAM_TABLE: db $25,$DA
HAMMERGEN:
LDA #!HAMMERFREQ
CMP #$01
BEQ REAL
LDA #!HAMMERFREQ
CMP #02
BEQ FREQHAMMER
RTS
REAL:
LDY #$07
EXTRA_LOOP:
LDA $170B,y
BEQ EXTRA_1
DEY
BPL EXTRA_LOOP
RTS
EXTRA_1:
LDA #!BONE_OR_HAMMER
STA $170B,y
LDA $E4,x
STA $171F,y
LDA $14E0,x
STA $1733,y
LDA $D8,x
STA $1715,y
LDA $14D4,x
STA $1729,y
LDA #$DA
STA $173D,y
LDA $157C,x ; $02 = sprite direction
STA $7F9987
PHX
LDA $7F9987
TAX
LDA HAM_TABLE,x
PLX
STA $1747,y
STA $0F0B
LDA #$FF
STA $176F,y
LDA #$26
STA $1DF9
RTS
FREQHAMMER:
LDY #$07
EXTRA_LOOP2:
LDA $170B,y
BEQ EXTRA_12
DEY
BPL EXTRA_LOOP2
RTS
EXTRA_12:
LDA #!BONE_OR_HAMMER
STA $170B,y
LDA $E4,x
STA $171F,y
LDA $14E0,x
STA $1733,y
LDA $D8,x
STA $1715,y
LDA $14D4,x
STA $1729,y
LDA #$DA
STA $173D,y
LDA $157C,x ; $7F9987 = sprite direction
STA $7F9987
PHX
LDA $7F9987
TAX
LDA HAM_TABLE,x
PLX
STA $1747,y
LDA #$FF
STA $176F,y
LDA #$26
STA $1DF9
LDA #$00
STA #!TOPRIGHT
RTS



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My projects:



Complete Hacks:

STA #anything is an invalid command - you store to an address, not to a number.

Not sure how the # got there, why it ever did work, or what the correct command is supposed to be, but a good guess is to just leave off the # (i.e. STA !TOPRIGHT).

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


 
Thank you so much WhiteyoshiEgg.It was just the misplaced # after all.
Don't know how it got there.Must have been trashkas when I converted.

--------------------
My projects:



Complete Hacks:

this is for overall hacking but I wanted to know the best way to program
an image ripper for roms, if anyone has the answer please let me know...
It would probably just be easier to take a screenshot of whatever it is you want and tidy it up a bit, then run it through snesgfx.

https://www.smwcentral.net/?p=section&a=details&id=6523



<stiviboy> Let's throw money at nibiru to stop it
<RadientTheQuick> YEA I'LL HAVE THE GALACTIC BURGER W/ SOME SPACE SAUCE & A SIDE OF SHUTTLE FRIES



Layout by LDA.
Simple question: is it possible to do exanims (object) in level 104 (Yoshi's House)?
I don't think it is because when I do one, I put a destination for my exanim, and it doesn't appear at all. But I'd rather ask, in case there is something specific for that level ;)

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Super Mario Pants World by Romano338
Luigi's Lost Levels by Romano338
Lunar Magic has disabled ExAnimations for Yoshi's House but you can enable them with #lm{aniset}. That being said, Yoshi's House is used for the credits which is probably the reason why ExAnimations were disabled there.

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You can also call to me as MFG or Manuel but not Mario.
Originally posted by MarioFanGamer
Lunar Magic has disabled ExAnimations for Yoshi's House but you can enable them with #lm{aniset}. That being said, Yoshi's House is used for the credits which is probably the reason why ExAnimations were disabled there.

Oh ok! I'll try to enable them and see if it does anything bad to the credits! Thank you!

--------------------
Super Mario Pants World by Romano338
Luigi's Lost Levels by Romano338
Hi everyone, i'm new to the forums.

I'm having a problem with Sonikku's SMB3 Hammer Bro. Whenever I insert it with PIXI, it has the same problem as the original SMW Thwomp: sometimes doesn't interact with other sprites. I tried adding the sprite-sprite interaction routine in the HammerBro.asm (which was missing), and it worked, but now when the Bro overlaps certain sprites ( for example, a shell) the Bro animation changes from facing left to right like, 934837 times per second. In fact, this bug seems to be present for many custom sprites: the Chasin' Rex sprite faces the same problem. Is there a simple solution to this?

Thanks, and sorry for my bad english.
Hi, I am fairly new to hacking, and I'm having some trouble with the custom on/off switch blocks.
After inserting them, they do work correctly, however I want to change the graphics to a yellow switch block that changes depending on the on/off switch (as in I want it to be highlighted when the switch is OFF, and be there when the switch is on), how do I do that?
@Nadir
You would achieve that effect using ExAnimation. There's a great tutorial available here.
Part 3 Section 4B is the part you'll want to look at in specific. I don't think the tutorial mentions it, but you'll also want to set the ExAnimation's trigger to ON/OFF.
Anyone know where I can find latest version of Submap Split Patch?

EDIT: Already found.
I want to download SMW so i can start rom hacking, but most links i tried my antivirus stopped. What’s a safe download?
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