Some of you may know me from the Glory Days of Acmlm's Board, back during its Second and Third incarnations. Those days I was an avid Roleplayer and Rom Hacker. I never managed to get a SMW hack finished, but I'm nobody's noob... I've taught myself many of the intermediate and some of the advanced techniques, though I have yet to learn the Expert-level tricks like ASM and such... and I've made sure to do everything the "right way", such as read the manual, use Google and old forum threads to find answers, that sort of thing. I've mainly joined this site to show off some of my screenshots, and when the hack is finished, the whole hack (I don't believe in demos, we have too many).
I've been on forums for many years, so I know what kind of things to do and not to do on forums. I'm here to help if anyone needs help with a hack or their level-design skills, though I know next to nothing about ASM... PM me if you wanna talk about stuff, the Glory Days, hacks, or anything else!
Oh yeah, one last thing. I have Autism, and am VERY VERY PROUD of it. It is my defining characteristic, maybe a little harder to see on the internet, but if you saw me in real life you'd know. And if anyone here has it too, consider yourself my brother or sister. WOOT!
I think that does it for intros. Anyone want some pizza and coffee ice-cream?
P.S. There's a lot of empty space below my signature, which I'll eventually fill up with text and stuff, like if I have links to show off or whatever. So don't mind that too much.
Here's a question that's probably a n00b question... Forgive me.
I tend to be a little over-cautious with my IPS files when I patch them... Sometimes you'll try to apply two or more minor patches (you know, the ones from the SMW Central database under "Patches", not actual hacks) and it'll eff up the whole Rom. To make things goofier, Lunar Magic expands the Rom when you save it for the first time, making some tweak-patches weird.
Now, I read somewhere that the Addmusic program requires a clean SMW Rom to function. Now, I have around 2-and-a-half levels done in my hack, plus some of the Overworld, and I'm thinking of adding some custom music, since I already have custom graphics, sprites AND tiles... How would I do this? I'm thinking of backing up my hack, getting the clean Rom, applying the music to it then patching the hack back to the music-ified Rom... Would this work? If not, what would? Technically I could find this out through experimenting, but nothing sets me off more than a corrupted hack, even if I have a backup, 'cause I'm slightly paranoid about my IPS not working for some random reason (which has happened in the past, though never with SMW).
If I left out any vital info, let me know. Thanks for your help, and peace out. --Schwa
P.S. While we're on the subject of Addmusic, if anyone wants to recommend a good theme for a city-type level (like in Megaman X's Highway Intro Stage), please do so. The first level of my hack has a similar feel to that stage, see, and none of the trustworthy Music in the database seems like it would fit...
Hmm... Well, as for your first question, that sounds to me like an Event Tile problem. Each level tile on the Overworld screen has a Level and an Event assigned to it. Levels are, well, self-explanatory. Events are what the game uses to decide which paths appear where. When you have Event Tile Mode active (at the top of the screen, click the icon of a hill with a star shining over it), use Page Up and Page Down to scroll through each Event. Anything in blue will be created on that event, anything in red will be created on the NEXT event, and any normal tiles have already been there from some other event. You should be able to scroll up to a later event, highlight those troublesome tiles and delete them.
On the same note, using Home and End will scroll through each STAGE of the same event (each tile appearing one at a time), in case you want to squeeze another tile in the middle somewhere. I believe there's also a key to toggle Instantaneous Event Stages (tiles that appear instantly but don't refresh, used for off-screen appearances) when you hold and click, but I'm too lazy to look up what button that is. It should be in the manual.
Ahm-kay. Now for MY question.
What are you guys's FAVORITE parts of SMW hacking, and while you're at it, LEAST favorite parts? It can be anything at all related to SMW hacking. I'll start. My favorite part, of course, is the level design aspects, and my least favorite part would have to be bugfixing my levels, especially the Overworld.
I tried Snowguy's trick, but I had to tweak his methods... I found it's vitally important that you use BlockTool and SpriteTool on the Rom BEFORE you import the levels. Otherwise it eats all the Extra Bits on your custom sprites and sets them to 0, making them normal sprites, and you get all these weird error messages.
Also, getting the Overworld to transfer required some creativity. Apparently if you open a Rom with a changed Overworld, keep the Overworld Editor open, then load a Rom with a regular Overworld, the Overworld Editor will show the changed one, then if you save the Overworld Data, it saves it to the new Rom. That's a cool trick.
Other than that, I got it to work perfectly. Thanks for your help guys.
Oh, and to darklink898, I believe Lunar Magic expands Roms to TWO MB, not one MB, but I could be mistaken. My current SMW Rom is 2 MB and I only have a few things changed. But hey, you've probably been doing this longer than I have and I don't wanna sound like I'm challenging your experience...
Ah, so Abominable Snowman is SNN... The local music hacking expert, I take it? Awesome, now I know where to send my stuff for critique if I decide to try converting a Midi to SMW music. ^_^
(to TLMB) Schwa is "Sh-wah", one syllable. My hacking skills? Well, in the past I've been called "the best level designer at Acmlm's Board", if that means anything... I'm kind of imbalanced. My level design skills are my strongest point, I'd say, but I can't draw custom graphics to save my life, and ASM is beyond me... Luckily the SMW hacking community has a Rom Map and I can just see what bytes to change to do what, but I can't do anything super fancy like new powerups or whatever. Also, while I can't draw, I'm great at ripping existing graphics... I don't use the ExGFX Workshop, or haven't yet at least. Mostly I like ripping the backgrounds from Sonic the Hedgehog by hand, and I can manipulate Sprite Banks with ExGFX to have, say, a Bony Beetle and a Pokey on the same screen with no glitches. I'll show you screenshots some time, and a little later I might release some of my Sonic backgrounds on the Workshop. All in all I'd say my hacking skills are in between Intermediate and Advanced.
And please, feel free to ask me any questions you'd like! I'm an Aspie, and it takes a massive amount of effort to offend or embarass me, even if you're trying to. (Sometimes that gets me into trouble. I asked the girl in my class why she had a mustache in front of everyone.) It might be better to do it in PM, though, as not to go off-topic and such... Ah well, either way works.
WOW. That Kangaskhan-Haunter mix is PARAGON. One of the best Miximons I've seen in a long time. The others are okay, though the Teddiursa-Typhlosion is my second favorite. Third is the Croagunk-Absol. Not bad stuff, really.
Icicle's Squirtle-Piplup isn't very good, no offense. It looks like you just stuck a Piplup head on a Squirtle sprite. You should get a better result if you mix the two Pokemon's features throughout the entire sprite, like my Jigglypuff-Baltoy and Pester's Kangaskhan-Haunter. It takes some effort, and not all pairs of Pokemon are compatable (that Pinser-Beedrill looks like something you'd see when smoking pot)... Practice makes perfect.
The Magus sprites are nice, but Magus seems to move a pixel off in some frames on some of them. Be careful about that, it's easy to miss and sometimes hard to fix.
Okay, for the record, I know very very little about ASM, but it seems to me that the Hammer projectile is a sprite configured solely to hurt Mario and not the enemies, whereas the Mario fireballs are the opposite; they coin-ify enemies and can't hurt Mario. So if Mario "spawns" a Hammer sprite whenever he fires and the sprite spawns right on top of him or even partially touching him, Mario's gonna take a whack.
What you'd probably have to do is change the properties of the Hammer sprite to kill enemies with some bizarre configuration of ASM that I have no idea about. THEN you'd have to change a value to make the hammer start out traveling at a certain Y-velocity, which, again, I have no idea where one would begin. Furthermore, you would never be able to use Hammer Bros, Sledge Bros, Amazin' Flying Bros. or any other enemies that throw hammers in that hack if you made the switch, unless someone was an ASM God beyond even FuSoYa's capabilities.
Sorry I'm not much of a help, but at least I diagnosed the problem. Good luck on your hack. :S
(to Tym7ue) You can't rip sprites directly from other Roms, from what I hear-- you have to code them from scratch to get them to behave like enemies from other games. (Remember, each video game was built with a different game engine; one set of physics won't apply to more than one game.) As for graphics help, that's easy. SpriteTool comes with several graphics files stored in a folder called "tilemaps". Go into each one with Tile Layer Pro and write notes about which sprite tiles are in which .BIN files. You shouldn't have to move any of them around, though I couldn't manage to get the Beezo tiles to work right for some reason.
Here's a trick. You can copy a .BIN file from one of the Sprite Banks in the Graphics folder to the ExGraphics folder, open it in Tile Layer Pro, then open like 5 or 6 normal Sprite Bank files at the same time... THEN delete all the tiles in the new .BIN file and start copy-pasting any spries you want from the 6 other Banks in the same positions to the blank file. This way, you can have a level with Pokeys and Bob-Ombs in the same level with no glitches, or Magikoopas with Lakitus, or mushroom-platforms with Rex... The possibilities are endless, of course. Just make sure to copy-paste each sprite tile in the same position as you saw it (i.e. the Mushroom Platform on Sprite Bank 05 is in the top-left corner of the grid, so keep it there), and if you want to copy a sprite, copy EVERY tile that sprite uses, or it would be pointless. Then just use the GFX Bypass option to use your special Sprite Banks in levels.
It's a great way to eliminate limitations in a hack.
I have a Custom Block request. If this has already been requested and/or done, slay me accordingly and redirect me with a link, 'cause I admit I'm too lazy to read through 11 pages of posts to find out. >:B
I want a tile that can be blown up by, say, a Bob-Omb explosion, turning the tile into something else (the easiest would probably be the next tile on the list). Is this possible, and will someone consider constructing it for me? ^_^
I hate ASM... I know very little about it, and naturally, as humans, we fear what we don't understand...
You know those things on some sites where if you're logged in, you can type a small string of words into the text box and click the button, and your shout will appear in a list of about the last 10 shouts or so? And they're visible on the main page? We could use one of those. Granted, it might take a little bit of extra moderation, but from what I've seen the staff here could totally handle it. It could go right below the Logout button on the menu.
Okay, here's a new request, this time a Sprite request.
COBRAT. I want him, and I couldn't find him by searching the board. I thought maybe I could get one based off the Snifit custom sprite, but you know how I am with ASM... I looked through the code and just about lost it after five minutes. None of it makes any sense. I couldn't even figure out how to make him 16x32 instead of 16x16.
Think anyone can get him to behave like he did in SMB2? Not the ones that pop out of the jar, I mean the ones in the sand that run around. Popping out of the ground wouldn't be necessary, but I suppose if someone wants to give that a shot too by using Monty Mole routines, that would be paragon.
Dang, someone's gonna need to teach me ASM sometime so I can do the shit myself instead of beg...
Wow, I love the health meter! Is there a patch for that I could use or is that just your thing?
Anyway, here's a video I have of the first level in my (very very hard) hack, Hidden Mario World. Problem is it's like 15 megabytes... If I broke a rule by posting something this big, let me know and I won't do it again. :/ (I don't have a YouTube account, so yeah...)
My only concern there is that it'll corrupt the Rom and it won't seem corrupted until much later, when I'm already like halfway through with the hack, and I'll have wasted weeks of work for nothing. That's happened to me before in the past, though not with SMW... Still I'm not taking any chances. I figured it's better to ask first to be safe.
This part's tricky... What you do is activate Sprite-Editing Mode in Lunar Magic, then press the Insert button. It'll bring up a dialog box with a bunch of numbers. In "Command", type the number of the sprite on the Sprite List you used, in "Screen Number" type in anything but zero ('cause some sprites won't show up if you place them on Screen 00), and in "Extra Bit", make SURE to type in "2". There are some specific sprites that you can optionally set to "3" instead, which you can see in their .asm files in the Sprites folder, but not all sprites can have a 3.
The sprite will appear, and it'll either look like a glitch or an existing Sprite. Lies!!! The sprite only looks like this in Lunar Magic. In the GAME, it should be the custom sprite you placed.
If you forget which sprites are custom and which aren't, press the 5 button. Anything that says "X2" or "X3" in the little blue box that appears on each sprite is a custom sprite. Anything with "X0" is normal.
Hope this helps. In the future, there's a special stickied thread you can post in if you have questions about SpriteTool.
Do not put for example the underground music in a forest or vice-versa.
Why? that doesnt ALWAYS have to be the case. Look at Joshua's hack, The Treasure Hunt. He used the ghost music in a dry field, and the underground music in a level at night.
And back before my hard drive was wiped and I had a good hack going, I had the Underwater music for an autoscrolling night forest level. It fit very well, actually. ^_^
Here's a tip. Linear levels are nice, but it doesn't hurt to put a secret shortcut or whatever in a level. Look at Super Mario Land. I believe every level in that game, besides the autoscrolling ones, had at least one underground coin room. W3-2 even had an above-ground detour full of coins you could take if you were good.
A lot of my levels are linear, but I make sure to make my levels in a way that people will enjoy playing them over again.
And even in linear hacks, put a LITTLE bit of freeform in them somewhere. Even something as small as using the Switch Blocks to make it easier to get past a part if they're activated, is good. A hack can't be ALL one thing... Diversity is one of the best things you can give to a SMW hack.