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Posts by Lexi
Lexi's Profile - Posts by Lexi
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Originally posted by The SMWC F.A.Q.
The levels that can be used on the overworld are 0-24 and 101-13B. You have to save the level as one of those level numbers to use it on the overworld.

Those levels can still be accessed through other levels.
AllGFX.bin is simply all the graphics in SMW compiled into one file. It is still just the individual graphics files, and LM re-inserts them as such, but having them all in one place makes the GFX more easily editable.
So yoshicookiezeus is right, it's still have to be in a SP slot, via GFX or ExGFX.
Yes, that would be correct.
Well, you can always use ExGFX. If you're not using a sprite in a level, change it to something else and insert it as ExGFX. Quite honestly, you shouldn't need more than 4 sprite GFX files.
It's the same as the level editor in LM, you right click to paste.
For overworld editing, I'd check out chainfire9001's video tutorials. They are extremely in-depth and cover just about everything.
As for ExGFX, check out this tutorial.
And if you ever want a tutorial, check the Tutorials subforum or the Tutorials section on the site.
I have a little bit of free time, just a few hours. If you need help, just PM me. Specifically, what do you need help on?
I'd just like to point out that, though it would be a nice touch, is it really worth the trouble to make mario blink? I mean, not many people would notice it and it wouldn't add much to the hack.
Just my 2 cents.
It wouldn't be a block, it'd be a sprite, but I don't see it in the sprite section either. Probably whoever coded it doesn't want to release it to the public...
And while we're on the topic of grammar freaks, you're not innocent yourself:
Originally posted by Ashanmaril
Is it ASM or some kind of layer to shenanigans?

That should be two, not to.
It only slides down to the left because that's how the sprite is coded. Obviously it wouldn't slide up. I believe yno and sacredfire are right, there isn't another way to do it.
I'm not quite sure what you mean. Could you perhaps post a screenshot? If you mean that the tiles aren't lining up, always make sure you're drawing on perfect 16x16 tiles. But that might not be what you meant.
The problem is that your Map16 page isn't assembled correctly. Re-map the tiles to the correct 8x8 tiles and I think your palette might be slightly off, too. It's not that the graphics are garbled, you just don't have the right Map16 data.
Could anyone tell me how HuFlungDu's level changing blocks work? I know they're unreleased, but I thought of a pretty cool idea for them. However, I really am not good enough at ASM to figure out how they work...

BPP has to do with the number of color you can use in an image. 4BPP is how most SMW graphics are, they can use up to 16 colors (the whole palette).
No. Open it in YY-CHR, select everything and press "Cut". Then, change the settings to 4bpp SNES and press "Paste". Now save it and try to re-insert it.
Those graphics are in the same place as the letter and numbers, just broken up.
Do you mean can you use 1.81 with your 1.71 ROM? I'd make a backup and try it out. Edit a few things in 1.81, save, and test. If everything works okay, use 1.81. Otherwise, use your backup.
FYI, my ROM worked fine in 1.81.
The files must be named (case-sensitive):

Have you done that? You do need the Mario GFX, too.
Do you mean you want to use that level as a playable level in-game? You can find the castle entrance in LM by choosing File -> Open Level Address and typing in 3821E. From there you can save that to a level number and use it as a level.
Seriously, doesn't anyone know how to use these?
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Lexi's Profile - Posts by Lexi

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