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Originally posted by Maxodex
It would be possible to port it, but I bet nobody would do it because it would sound empty, and it's hard as hell to do so.



Actually it's possible but it needs some patching to make it work. If I'm not wrong, a few people did insert MP3 quality music to the ROM.



@Giant_Shyguy, did you insert and change the sprite graphics like it has been said? Also, try to keeep the beginning of palette 9 the same as the note block graphics. It's the palette of the sprite and it looks odd when it changes to a random color.
Last edited on 2011-12-04 02:40:10 AM by Wormer21.
Originally posted by Wormer21
Actually it's possible but it needs some patching to make it work. If I'm not wrong, a few people did insert MP3 quality music to the ROM.

They used MSU1. But this virtual sound chip only works in bsnes.
Last edited on 2011-12-04 08:44:51 AM by Jonny Azzuris.
This is a weird question but I am making a hack. Inserting some sprites... And suddenly my screen looks like glitch world!!! Everything works the same way but it is just glitchy! If you can help me I will give you a LOT of credit.
Originally posted by JoJo_2001
This is a weird question but I am making a hack. Inserting some sprites... And suddenly my screen looks like glitch world!!! Everything works the same way but it is just glitchy! If you can help me I will give you a LOT of credit.


If the hack looks like a horrible mess then you probably didn't change the graphics do 4BPP. To do that, press the red, green and blue mushroom icons. Remember to use the restore function to revert the glitchiness. If it's not that, then check your graphics you used. What slot do you use for the sprites? (SP3, SP4 etc.)
Originally posted by MSAhm3d59113
Originally posted by Giant_Shyguy
I'm changing the nte block graphics. I already changed the ones in GFX33 and GFX13. I've inserted the GFX already - in fact, I raped the button.

But, the bounce gfx does not change. THe normal GFX is good - I successfully changed it, but the bounce doesn't.

Is there something I'm missing?


You need to change the GFX in SP3/GFX 13. Do note that it uses sprite palettes (I think 9).


I already changed GFX13, as I said in my post.

Originally posted by Wormer21
@Giant_Shyguy, did you insert and change the sprite graphics like it has been said? Also, try to keeep the beginning of palette 9 the same as the note block graphics. It's the palette of the sprite and it looks odd when it changes to a random color.


Yes. And the color doesn't change and it uses the same colors.
real simple question, and i feel like a dummy for asking it. but, i wanna know where this tile is located so i can correct the error.



those two little black pixels pointed at by the arrow. i just don't know how to make that go away. can someone please tell me so i can get back to making this new hack of mine? many thanks. :)
Apply this patch
Thanks Wormer21, doing what you said I have fixed my hack and am now back to editing and while I am writing would anyone like to beta test it.
I was testing one of my levels when about half way through, the sprites stopped appearing completely. I should also mention that this was in area 24, and I know the tips say that you should NEVER use area 24. But I figured that was just because of the unique way the exits worked, and that if I didn't put any exits in the level, everything would be fine.
I've tried a few other sprite header settings, but so far the alternatives just make things worse. Is there some way I can get the sprites on this level to work, or am I gonna have to bite the bullet and assign another area to 24's location on the map?
Does instant kill blocks, acting like water or lava, have the same effect as a lava block? So that you don't swim in lava from beneath?
Instant kill blocks instantly kills you. You won't be able to swim in them.
Actually because it would be a weird fix for the swimming in lava bug. Other sprites just fall in lava like they fall in water, so...
Q: How do I go about making the midway point not make Mario big when he touches it?
Originally posted by 1UPdudes
Q: How do I go about making the midway point not make Mario big when he touches it?

Quote
$00F2E2 (x74E2) - Change to 0x80 to disable midway powerups (or EA EA to make them always make you big, even if you have a better powerup).

This should be all you need.
Sometimes when I use the slope block to run up a wall I run straight into the side wall and die (I use tile EB1 underneath like it says) is there something else that I need? Or could this have something to do with layer 2 levels?
Originally posted by MegamanX9001
Or could this have something to do with layer 2 levels?

Indeed it could. Layer 2 levels and wall triangles don't really agree well with each other.
quite stupid question but i am starting, how i am suppose to change the gfx from 3bpp to 4bpp?
By first extracting them (red mushroom button) and then reinserting them (green mushroom button). If you still get the warning after doing that, just ignore it.
Ok this error is gone, however i have done the same thing as tutorials said and i got garbled graphic (NOT messed up pallette) is this because they are raw bin files?

Last edited on 2011-12-12 07:49:51 PM by cloudyboy.
To make ExGFX work, you need to use them as the right FG/BG number in the Super GFX Bypass. Most graphics have a .txt file or description which tells you which slot you need to use.


But if you have that, it probably would something with the .bin files.
Last edited on 2011-12-14 11:12:36 AM by Wormer21.
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