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I have an odd issue with exanimation. I set up some animation for waterfalls, and in Lunar Magic the animation works smoothly. I stopped at every frame and it flows flawlessly. When I enter ZSNES though, the waterfall doesn't follow the exact animation I set up in lunar magic. Some frames in the animation don't match up with the animation in Lunar Magic.

Any ideas?
Maybe you should change the used slots for ExAnimation, because some slots have different speed and the animation will be wrong, check the Lunar Magic help for more information about ExAnimation and which slot to use.
Last edited on 2012-01-07 10:11:59 PM by DiscoMan.
Oh, holy crap, I never knew that. Worked great, thank you DiscoMan!
Originally posted by Yoshi Master
I have an odd issue with exanimation. I set up some animation for waterfalls, and in Lunar Magic the animation works smoothly. I stopped at every frame and it flows flawlessly. When I enter ZSNES though, the waterfall doesn't follow the exact animation I set up in lunar magic. Some frames in the animation don't match up with the animation in Lunar Magic.

Any ideas?


I had a similar problem; I made waterfall exA, then when I had to, splash and top exA

What I didn't know is that if the GFX weren't made together at the same time, the graphics will NOT go together; the actuall waterfall will be faster than the others.

So if you're creating a waterfall, and you're sure that you're gonna need splash and top; create it while doing the waterfall.
Originally posted by Giant_Shyguy
What I didn't know is that if the GFX weren't made together at the same time, the graphics will NOT go together; the actuall waterfall will be faster than the others.


what

When the graphics are made has nothing to do with whether the animation works or not.
When using the layer 2-smash sprite commands, where are the intended (non glitching) placements for layer 2 objects?
Up until now I have been just testing and guessing where they go, is there an official list of proper placements for layer 2 objects to smash?
By checking SMW's levels, I think it's like this:

Smash 1:

Screen 1: Activating smasher
Screens 2-4: Stop smashers.
Screens 5-7: Smashing (without delay at the top)
Screen 8: Short pause.
Screen 9-F: Fast smashing

Smash 2:

Screen 1-3: Smash (normaL)
Screen 4: Stop smashers.
Screen 5-8: Smash (no delay at the top)
Screen 9-A: Stop smashers.
Screen B-F: Fast smashing.


In Smash 3 Layer 3 falls slowly down and goes up slowly. Layer 2 doesn't smash down instantly on this command. It does go down slowly and smash like door 5 in Bowser's Castle. It doesn't change the speed after some screens. It always smashes slowly.


Well, that's it. I'm not 100% sure about the two first ones but by checking in LM it seems like it's like this. Also, I did some levels with Layer 2 smash.
Last edited on 2012-01-10 12:39:16 PM by Wormer21.
thanks Wormer, do you think it would it be safe to assume that the screen boundaries are the proper edges of the triggers,
or do you think somewhere between the screens (say 4X1 tiles inside a screen) they start smashing? I've been guessing something similar to that list.
I think it will only affect the boundaries. I don't think it'll change somewhere in the middle of the screen.
Originally posted by TRS
Originally posted by Giant_Shyguy
What I didn't know is that if the GFX weren't made together at the same time, the graphics will NOT go together; the actuall waterfall will be faster than the others.


what

When the graphics are made has nothing to do with whether the animation works or not.


Sigh.

When the two related ExAnimated GFX were not created at the same time, they will not work together, consequently ending up with one ExAnimation "faster" the other one.
Originally posted by Giant_Shyguy
When the two related ExAnimated GFX were not created at the same time, they will not work together, consequently ending up with one ExAnimation "faster" the other one.

Nonsense. It depends only on which slot you use for the animation.
If the lowest three bits are the same (aka slot is x0/x8, x1/x9, x2/xA, or so on, but only from one of those groups), they're synchronized. If they're not (for example x0+x1), they'll not run on the same frame.
It's not harder than that.
Originally posted by Alcaro
Originally posted by Giant_Shyguy
When the two related ExAnimated GFX were not created at the same time, they will not work together, consequently ending up with one ExAnimation "faster" the other one.

Nonsense. It depends only on which slot you use for the animation.
If the lowest three bits are the same (aka slot is x0/x8, x1/x9, x2/xA, or so on, but only from one of those groups), they're synchronized. If they're not (for example x0+x1), they'll not run on the same frame.
It's not harder than that.



Ooh! That's good to know!

So if you're usin three or more synchronize exanimations, you'll have to do 0, 9, A, etc.? Basically every ten counts?

Although, it also works by just doing the Exanimations in one go...
hey does anyone now how to apply [Xkas] patches to your rom.
First of all, you need to be sure that the ROM is expanded and the patch has some good freespace, then create a .bat file containing this code:

Code
xkas.exe patch.asm ROM.smc
@Pause


Also, for security concerns, you should create a .log file and track down every patch you've inserted into the ROM and always create a backup of the ROM.
Last edited on 2012-01-11 09:08:24 PM by DiscoMan.
This is something small, so I decided not to make it's own thread.

Why does the (not use special world color) shell let you bounce on it twice?
I'm just starting to learn ASM, and I've been comming across the term "I/O".

What does that mean?

~

EDIT:

Also, what is the difference between X and Y registers?

Is there?
Last edited on 2012-01-15 09:13:38 PM by Punk Sarcophagus.
I/O means Input and Output and refers to the communication between a computer and a human, for example.
Inputs are the signals or data received by the system, and outputs are the signals or data sent from it.

X and Y registers are places, in which you can temporarily keep a value. You can use these registers to transfer values from point A to point B.
Last edited on 2012-01-15 09:22:21 PM by DiscoMan.
Originally posted by DiscoMan
I/O means Input and Output and refers to the communication between a computer and a human, for example.
Inputs are the signals or data received by the system, and outputs are the signals or data sent from it.


Oh! Thanks for that! I makes sense now!

Originally posted by DiscoMan
X and Y registers are places, in which you can temporarily keep a value. You can use these registers to transfer values from point A to point B.


Oh, wait, let me rephrase the question:

What is the difference between the register X, and the register Y? Or is there even a difference?
For the most part, they're exactly the same. There are occasions where you can only use one or the other, though. For example, LDA $7F0000,y is impossible because no opcode exists for it, but LDA $7F0000,x will work just fine.

Generally not worth worrying when just starting to learn ASM.
For some reason the OW palettes just randomly messed up like so:

I'm using LM 1.9 and I never had this OW palette problem when I was using LM 1.7 which I cannot switch back to because it would mess up the levels. There are supposed to be red levels, but the level tiles use the same color as the cliff faces, so I cannot just change the color. The ghost house tile palettes are all wrong, being the same color as the surrounding grassy area, so changing it means changing that also. Importing a normal OW palette from a clean SMW ROM does not help. I noticed this only seems to be a problem with layer 1 tiles.
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