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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - hello everybody |
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| Posted on 2011-11-16 02:47:09 PM |
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i am trying to understand how to understand the asm coding in smw. but i do not understand how to remap where sprites go. for example i want to make it possible for buzzy beetle and spinies graphics to look the same in the same level, but i do not know how to do that. if anyone can help me i would really appreciate it.
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| Posted on 2011-11-16 04:00:20 PM |
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You can use ExGFX and replace the Spiny tile by the Buzzy Beetle one.
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| Posted on 2011-11-16 04:12:45 PM |
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You need ExGFX and not ASM, like Newhacker said. Look up for tuts if you don't know how to do that.
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| Posted on 2011-11-16 04:33:27 PM |
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The Spiny and the Buzzy Beetle use the same tiles, so ASM is required, although just a minimal amount.
If you want the change to be global, you just need to do some hex editing, there's some tuts in the tutorial section on that, you'll need to play around with ONLY ONE of these two addresses:
09DDD | $01:9BDD | 3 bytes
Standard Sprite Tile Table: Buzzy Beetle
09DCE | $01:9BCE | 3 bytes
Standard Sprite Tile Table: Spiny tilemap
You'll know what to do with them once you read the tutorial.
If you want the change to be in that one level only, you'll need to use a disassembly of one of the sprites, and I was writing up this neat how-to-do-this-correctly for you, but then I realized there's neither a disassembly of the Spiny, nor of the Buzzy Beetle, so you're shit out of luck right there to my knowledge.
There may be more ways, but this is all I know, sorry.
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| Last edited on 2011-11-16 04:35:21 PM by leod. |
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| Posted on 2011-11-16 06:11:10 PM |
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oh ok, thanks for the help
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| Posted on 2011-11-16 07:24:27 PM |
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If you want to change the tilemap per level (i.e. not have one of the sprites always use the new tilemap), you could use this patch.
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| Posted on 2011-11-17 06:14:00 PM |
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looks a little useful, thank you
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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - hello everybody |