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Tip: The music in SMW's default castle/ghost house intros and boss battles can be changed by hex-editing. See 286DB-286E2 in the ROM map.
Donut Lift GFX
Forum Index - SMW Hacking - General SMW Hacking Help - Donut Lift GFX
Pages: « 1 »
Whenever I use the donut lift, it looks like a green, cut off block. When I step on it, it looks like a koopa. I changed the asm to work and everything, but it still does this. Why is this happening?
Did you have inserted the ExGFX file that comes with it?
Try editing the MAP_16 in the sprite .asm part and see if it works:

Code
!DONUT_MAP16_NUM = $0216 ; map16 value of the donut block in hex !DONUT_SPRITE_TILE = $80 ; graphic tile to use for donut sprite !DONUT_SPRITE_PAL = $02 ; xyppccct format


And check for the custom sprite thing in the block part:

Code
JMP Return : JMP MarioAbove : JMP Return : JMP Return : JMP Return : JMP Return : JMP Return ;custom sprite to generate !CUSTOM_SPRITE = $10
Last edited on 2012-02-13 12:13:42 PM by DiscoMan.
I did everything and iserted the exgfx file. The block itself works fine and even looks fine in lm but in the rom it looks like this: http://i44.tinypic.com/ncaok.png
Are you sure you saved the map16?
I'm sure. Do you know what sprite tile to use?
Look this code:

Code
!DONUT_MAP16_NUM = $0216 ; map16 value of the donut block in hex !DONUT_SPRITE_TILE = $80 ; graphic tile to use for donut sprite !DONUT_SPRITE_PAL = $02 ; xyppccct format


Edit the "SPRITE_TILE", it's in the sprite portion not the block.
Last edited on 2012-02-13 08:03:52 PM by DiscoMan.
Now it looks like a donut lift after i jump on it, but before it still looks like junk. How do you change the gfx for before you jump on it?
You edit the block where the sprite is "on", you must open the "16x16 tile map editor window", look for the Map16 number where you inserted your block and make the modifications.
I inserted the block and everything right on the map 16, but before I stomp on it the block looks like
Does it looks right in Lunar Magic? If it does, it might be a Map16 problem.

Or maybe, you've set sprite 8x8 tiles to the block, which is not right. I had that problem too, and I had to make an ExGFX and insert it in SP2 (or 3), then use those tiles for the block.

Anyways, could you show us the code? I mean, this part of your code:

Code
!DONUT_MAP16_NUM = $0216 ; map16 value of the donut block in hex !DONUT_SPRITE_TILE = $80 ; graphic tile to use for donut sprite !DONUT_SPRITE_PAL = $02 ; xyppccct format


And the Map16 properties of the custom block.
Last edited on 2012-02-13 09:48:43 PM by New Hacker.
I sorta fixed it. Now it looks good before, but when I jump on it, it looks like a berry.
Originally posted by SuperWeirdo
when I jump on it, it looks like a berry.

That's because you don't have the correct graphics inserted for it; the donut lift sprite needs to have the "donut,poison,venus,goomba (SP2).bin" file (from Spritetool's tilemaps folder) inserted in the SP2 slot.
It works now, but it has a sucky palette.
You have to change that palette, I think it uses palette 9, colors A, B and C.
Last edited on 2012-02-15 10:11:19 PM by New Hacker.
No matter what i put in the asm, it looks like a junky green and red.
I mean in Lunar Magic, not in the ASM. Anyways, if you want to change it, just open the CFG Editor, and open "donut_lift.cfg", and look for "Palette", there you can set the palette.
Last edited on 2012-02-16 11:03:11 AM by New Hacker.
It works now. :D
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