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Tip: Keep in mind that the maximum size for an ExAnimation ExGFX file is 16 by 13 tiles, rather than 16 by 8 tiles like you would expect.
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Posts by Luca
Luca's Profile - Posts by Luca
Pages: « 1 2 3 4 5 6 7 8 9 »
I am wondering how to see Map16Page.bin and Map16PageG.bin in some of the files in the Graphics menu. I would really like to accompany my custom blocks with custom graphics. I am making a practice hack to see what all knowledge I have under my belt.
What time is it? Adventure Time!

I like how you based the hack off such an awesome show. Make sure you say "based off Adventure Time with Finn and Jake" so people could tell the plot more easier.
I see. I learned how from you and a tutorial. It helped me. But I was hoping to use exGFX along with the original ground, etc. It seems I can't. I'll have to work around that I guess. Thanks for the help. :3
If I want to add ExGFX that already has Map16 files in its zip folder, do I just, NOT extract the map16 files, and export the mappping the F3 way instead?
I meant that if I could just export the map16 by pressing F3 instead of importing the other map16 files.

But I guess the other method works... hopefully. I'm going to try a backup just in case.
Learned. Also, I was able to put in an SMB3 tileset as well in my practice hack. I am beginning to love ExGFX.
I am very very..... ;_; Very very.

All nonsense aside, I really am impressed at this. It literally feels like a fangame. I am hoping it can be playable outside of BSnes by the time it would be finished. ZSNES is my 'home' so to speak. I guess I am weird about emulators.

But I love how you placed music that sounds like it hardly uses ANY SMW music sounds. It just makes me....


very very...
It is in IPS Format. Try looking for a tool called LIPS, or Lunar IPS. It is very easy to patch an IPS to a rom. As far as roms go though, you need to find one on your own.
I have copied and pasted a custom block to look like the turn block On page 0x300. The custom block bounces when you hit it with small mario, and breaks when you hit it with big mario.

The blocktool instruction works like a charm, EXCEPT when I hit a pow block. When I do, the blocks stay as blocks despite being able to be picked up like coins.

What I did was... well, monkey around with the ExAnimation option in Lunar Magic. But I got the destination to be 300.

I had four entries starting from 5CC to 5FC (the coin tiles) repeated. Didn't work. Tried to turn frames 1-8 to 0. Nothing worked. I DO have the Super GFX Bypass set to 00 (since it uses a coin tile, which is a normal graphic) But nothing works. I am at a loss.
Well, I have the block on tile 300, and the block is set to act like 132, which is the inactive brown block.
Yah, I was going to delete that post, but it wouldn't let me.
I got everything to work! But.... now for the matter on what to do with the messy goal post... I'll think of something...
What did you put in Yoshi's house. You probably stuffed Mario's starting position too deep into the pipe.
That's alright. I already made a cool method to exit a level as if you beat it using a custom block. Now all I need to worry about is level design, which will take a bit for me to map out in my head. :P Thank you though!
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I can get a LOAD of 1ups on the space ship level in the cloud world. Going down on a parakoopa's head facing the bottom of the ship counts as a 'jump'. So you could just get two jumps in, find another paratroopa, get another two jumps in etc. until you get loads upon loads of one ups.
Above post is barferrific due to off topic posting.
Then please don't be flammable.

Besides, I added in a fake word, couldn't you tell?
(restricted)
Don't bump 5 month old threads with information about another game other than SMW, you derp!
Pages: « 1 2 3 4 5 6 7 8 9 »
Luca's Profile - Posts by Luca

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