| Ask anything about SMW Hacking [Version: 3.14] |
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Forum Index - SMW Hacking - General SMW Hacking Help - Ask anything about SMW Hacking [Version: 3.14] |
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| Posted on 2012-03-19 06:07:32 PM |
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I think I had deleted the .zst file.
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| Posted on 2012-03-19 06:12:17 PM |
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Maybe you can record the Title Screen movemente using the title screen and saving the .zst, you may need to replicate the same movement or create another title screen.
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| Posted on 2012-03-19 06:14:26 PM |
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Eureka! I find it!
Open the OW, go in File > Title Screen > Export Title Moves Playback Data, and here ya go.
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| Last edited on 2012-03-19 06:25:06 PM by Koopster. |
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| Posted on 2012-03-19 06:30:55 PM |
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It worked! Turns out I was using 1.90 instead of 1.91. For some reason I was unaware there was even a version 1.91 of LM.
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| Posted on 2012-03-22 06:02:46 PM |
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I use a few custom blocks in my hack, and they worked fine when I first put them in, but after a while I noticed that they stopped working exactly correct. That is, the blocks I'm using have their 'Act As' setting set to 25 (blank tile) and their code sets them to 130 (cement block) under certain circumstances. (Like On/Off blocks that are only solid depending on the On/Off setting) They used to imitate the solidity of the cement block well until suddenly their side collisions started working incorrectly, where Mario would go through the side of the block and promptly be ejected downwards instead of sideways like he's supposed to. The bug was only discovered very long after I had last tested them so there's a large variety of things that could be wrong, but at the same time I feel as if it's also something simple and easy that I'm just missing because I'm not super hyper pro at hacking yet, so I figured I'd ask here before going through a long trial and error process of backtracking through the two or so months of hacking I've done since the last test.
tl;dr: Custom blocks that are solid but don't Act As 130 have faulty side collision, am I just being dumb?
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| Posted on 2012-03-29 03:49:00 PM |
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Make sure you're inserting your yoshi coins as objects, rather than via map16. I'm using that same patch and it works fine.
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| Posted on 2012-03-30 12:27:11 AM |
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Originally posted by Lui37Make sure you're inserting your yoshi coins as objects, rather than via map16. I'm using that same patch and it works fine.
Thank you, i didn't consider that because i needed a different set of Yoshi coins depending on the level. I need to change some things around, but i got it to work now!
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| Posted on 2012-03-30 08:02:52 PM |
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Regarding the Falling Block sprite by ycz, is there a way so it doesn't hurt you from the sides?
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| Posted on 2012-03-31 02:10:55 PM |
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Which palette does the Bob-omb and/or the Parabomb use?
Does the bob-omb explosion tile overlap with the Spike Top tiles?
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| Last edited on 2012-03-31 04:22:35 PM by jimbo1qaz. |
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| Posted on 2012-03-31 02:18:21 PM |
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Palette B, both of them. And no, they won't overwrite, the bob-omb explosion is from SP2.
These questions could easily be answered by testing but meh.
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| Posted on 2012-03-31 06:39:04 PM |
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But the LM parabomb uses the yellow palette! (exgfx using colors 3-5),though the normal bobombs use palette B.
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| Posted on 2012-03-31 07:01:40 PM |
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Oh right, the Para-Bomb uses palette A, but its parachute uses palette B. There's no mystery.
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| Posted on 2012-03-31 07:02:47 PM |
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Any way to change that? I don't want a color-changing fuse ring.
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| Posted on 2012-03-31 07:03:59 PM |
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You could mess around with this address and see if it's the way you want:
Originally posted by ROM Map09DAC - 14 bytes - Standard Sprite Tile Table: Para-bomb tilemap
It's in PC address, just put them in the hex editor and edit them.
Or you could edit para-bombs in Tweaker.
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| Last edited on 2012-03-31 07:05:21 PM by DiscoMan. |
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| Posted on 2012-03-31 09:05:09 PM |
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I'd love if this could be answered kind of quickly.
While creating a new ExGFX for the Dino Rhinos, I realized no matter what colors I used for the flames, one part of them were always red. Is part of the it only editable by like, ASM? There's a few enemies you can't naturally change the palette of, and I was wondering if this was one of them.
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| Posted on 2012-04-01 07:18:35 PM |
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2 questions:
1. how would I go about making a question/turn block that produces a spring?
2. What is this thing, and why did it suddenly get onto my OW?

I'm assuming its a flying blue yoshi OW sprite, but what does it mean or do? more importantly how did it get there without me knowing or doing anything.
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| Posted on 2012-04-01 08:03:13 PM |
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Originally posted by MegamanX90012 questions:
1. how would I go about making a question/turn block that produces a spring?
You'll need a custom block - I'm pretty sure there's one in the Block section.
Originally posted by MegamanX90012 What is this thing, and why did it suddenly get onto my OW?

I'm assuming its a flying blue yoshi OW sprite, but what does it mean or do? more importantly how did it get there without me knowing or doing anything.
It's an "Easter Egg" coded in by FuSoYa; it only appears during April Fool's Day. Mario rides a different Yoshi throughout the year when an event is happening, but it won't affect the game.
EDIT:
Is tile 586 of GFX 33 unused?
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| Last edited on 2012-04-01 08:12:57 PM by Punk Sarcophagus. |
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| Posted on 2012-04-02 01:20:25 AM |
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Originally posted by Giant Shy GuyEDIT:
Is tile 586 of GFX 33 unused?
Yes, as are all other of those weird Xs. I'd guess they're there since Nintendo needed something to fill their unused graphics slots with.
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| Posted on 2012-04-02 03:42:24 AM |
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What is that exanimation gfx used for?
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Forum Index - SMW Hacking - General SMW Hacking Help - Ask anything about SMW Hacking [Version: 3.14] |