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Tip: You can create fancy HDMA effects with Effect Tool if you have zero ASM knowledge.
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Posts by Broozer
Broozer's Profile - Posts by Broozer
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I'm new here in the site and I'd like to know how do some guys edited the item box (the "block" that stores itens if Mario already has one). I think it's in YY-CHR but I can't found the image of the item box at the AllGFX.bin. Please does somebody help me!
Hello,
I may be a n00b but...
How can I add special effects to my level like rain or a snowstorm?
Could somebody help me? I've made my event in the overworld editor and it works! But... but... When the white path "opens" the level icon doesn't appear however, It's possible to enter in the level. I've noticed that the level icon only appears when I complete the level. A help should be nice. Thanks. :)
I've learned it a few days ago...

Click on the hill with a star on it - it's the layer 2 event editor mode. Then click on the white path button to select the tiles you'll use for edit your event (Use the arrows up and down to see more tiles). I'll give an example: if you made a green path and when the level is passed you want this path white you must put white path tiles on these green path tiles (in layer 2 event editor mode!!). REMEMBER: PUT THE TILES IN ORDER TO UNVARREL THE PATH. And... finish, you've made your event! But you need to erase the SMW's events. To do this press page up and page down to see the events of the original game. When you finish, select all of them and erase. Now the event you made will be event 0 if you haven't made another yet. I hope it helped you.
I THINK you can find it at SpriteTool. I think it's the hungry muncher.


Did you see?
Thanks!
Oh yes... that's true...

Sorry. If you know, you can create it. Create a cfg file on another cfg file that you'll never use. Make the sprite of these "mini piranha plants" on YY-CHR and make the sprite's "commands". I don't know make this but I imagine is that. sorry...
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Is there a way to add mist in the level without being a Ghost House level, like in SDW:TLC?
It's not there or I can't found it.
I want to make my own custom blocks GFX to use with the blocks in Blocktool. Is there a way to make ExGFX of this without "glitching" the original smw ledges? Thanks.
Originally posted by 1989
I have an suggestion, who happened with sucesfull with me:
When you to click in the fish button (left the red mushroom), in layer 3 options, choose tileset specific, so mark you the message "Disable NO Yoshi Level Intro", so in the blue poisonus mushroom, choose "Change Sprite GFX - Ghost House" and "ChangeFG/BG GFX - (Ghost House 1)". I hope who you understanded, my english is no good because I am Brazilian.


That's ok but I'd like to use mist in other levels that aren't ghost houses levels. Do you know how?
Maybe your version of ZSNES is old...
You can download the most recently version entering on the site http://www.zsnes.com/.

Then you need to make a savestate of the ROM you're playing. When you ake the savestate you can load it on YY-CHR as a palette of the game.
Extract the MAP16? Is it possible? How can I do it?
Ok, thanks for the help! :)
I've extracted one of the map16 pages to a bin. file and when I open it with YY-CHR I can see only stripes (Detail: I've put in 4bpp SNES).
Please help me!
So how can I modify it putting ExGFX without "glitching" the original game ledges?
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Broozer's Profile - Posts by Broozer

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