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Posts by MonkeyMan

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The Super Mario World ROM I downloaded is the "U American Version" (as recommended in the Getting Started section of F.A.Q.). The game works fine with my Zsnes emulator, but the file document is:

Super Mario World (U) [!]

What does the "[!]" thing mean? Does a file name with that mark indicate an unclean ROM, or is it safe and ready for hacking?
I downloaded other user's hacks (and/or featured hacks) to play them, but even after extracting all files from the zipped folders of those hacks, I was unable to play them. All that happened when I tried to run them with my Zsnes emulator was a black silent screen. What's wrong? Am I allowed to play them?
(to patch the included IPS patch to a clean SMW ROM)

I've got a clean SMW ROM that runs fine on my Zsnes emulator, but how do I get the "included IPS patch"?
[You need to use Lunar IPS to patch the included IPS patch to a clean SMW ROM. After that, open the ROM in your emulator of choice, and play.]

I'm having a hell of a tough time here. It seems that I've successfully patched the hack, but I can't figure out how to properly patch it with the ROM. As a result, I can't play the hack because it won't let me open a LIPS file with Zsnes emulator (I keep getting an error message saying, "can't open. this is not a LIPS file.") The tutorial videos for using the latest version of LIPS on youtube weren't great either. Can some one break it down for me?
I finally got the Lunar IPS patching (to play people's hacks) to work, but what about turorials? Before I download them, I must ask:

Will I need to do similar patching in order to watch them?
[Tutorials don't require IPS patches, because that would be stupid since there's nothing illegal about them.]

Gotchya. One more question:

I'm new to this, so to get started, which tutorial would you recommend I start out with to train for creating my first hack?
Thank you, but I meant what do I need to learn & do first to start constructing my hack?
I've gotten IPS Patches to work with my emulator, but I'm still very new to hacking. While attempting to construct my first hack, where do I begin? Which tutorials should I watch first to get started?
I'm editing the overworld of my first hack, but I can't help but notice that in lunar magic alone, you can only use graphic stuff from Super Mario World. But I've seen other hacks where some levels, sprites, and overworld graphics from other mario games are used.

For example, in the featured hack "Luigi and the Island of Mystery", a Super Mario World styled sprite of Luigi is running through levels from Super Mario Bros 2.

How do I incorporate graphics and tiles from other mario games into lunar magic?
I'm having a hell of a time finding the proper layer 2 tiles to neatly detail the outline of the water on my piece of land.

Unlike the tiles in the palettes, you cannot rotate the tiles copied from the original overworld map... or can you? If so, what buttons on the keyboard can rotate the selected tile(s) from the original overworld map before you paste it onto your custom overworld?
I've seen a bzillion tutorials that demonstrate how to use the
"YY-CHR" tool to insert ExGFX into levels, but what about the overworld? What is the name of the tool that I will need to insert ExGFX from other games onto my overworld map?
In the original Super Mario World game, there were a total of 96 levels, and 7 worlds plus the star world. I assume that's the limited number of levels and sub maps you can hack with... or is it possible to add more custom maps and make maps bigger?

Also, would it be easier if I modify all my game's levels first, and then edit my overworld map and program the levels with the overworld map's events?
This is done with YY-CHR, right?

If so, I just learned how to insert a ExGFX tile set, and use it in one of the 4 slots of the GFX bypass list of GFX files to use for sprites.

I'm assuming I can’t simply copy a sprite from a GFX and paste it somewhere in the black space of a YY-CHR ExGFX tile set without first remapping that sprite's tiles, So:

What is this 'ROM map for sprite tilemaps'? How do I use it to assign a custom (or imported) sprite a new 'Bank Hex Number' in the black space of a ExGFX tile set in YY-CHR?

To better clarify my question, check out this youtube video:

http://www.youtube.com/watch?v=RwXphjQMOL0&feature=autoplay&list=ULqXCboTPXsF0&lf=mfu_in_order&playnext=3

Is it possible to fix Yoshi without sacrificing any other sprites?
Hi everyone! My intended purpose for this thread is to get some people to start sharing keyboard techniques for navigating Lunar Magic tool bars and buttons more efficiently.

To start things off, I'm sick clicking the 'open level number' button and typing in some level number. People, (including myself) who are still new to SMW hacking havn't memorized SMW levels by thier level numbers yet. There's got to be a faster way.

Anyone know of a way to use the keyboard to cycle through SMW levels by their hex numbers?
I like what I'm seeing so far :)

Anyone know some keyboard shortcuts for YY-CHR?
Hey guys. I misunderstood what 'use a save state' means (which apparently is what has to be used to fix the coloring of the sprites in a GFX/ExGFX tile set in YY-CHR). I tried to make my SMW rom hack File Name (with the so-called '.zst' file extention) appear by clicking on some drives in the Directory List in ZSNES, (thinking it was in one of those drives). Then I closed ZSNES without re-selecting the drive that was selected by default (which I believe is the cause of my problem). Now everytime I try to open a ZSNES game rom, I get this error message:

zsnesw.exe - No Disk

"There is no disk in the drive. Please insert a disk into drive \Device\Harddisk3\DR3."

I understand now how to obtain a save state to fix the sprite coloring in YY-CHR, but I can't do that until this error is fixed. Luckily, I can still access the ZSNES application, so what do I do? What should I have selected in the Directory List?
Something in Fomelogo's YY-CHR Tutorial troubles me. He said:

"The palettes in YY-CHR are only for visualization. This means you can’t change which palette a sprite uses (For that, you’ll have to get Sprite Paint also available at smwcentral)."

What is he talking about? Anybody know? (I'd ask him myself, but I noticed his last activity on SMW Central was over 8 months ago, so who knows when he would get back to me!?...)
"You can however export yy-chr palettes and LM can open them."

Is he talking about the Super GFX Bypass in LM?
I'm still confused (since I haven't worked with any other graphic editing tool other than yy-chr yet).

I've already modified a Magikoopa (blue-robed-kamek) into a white-coated mad scientist guy using yy-chr, and the changes I've made did show up in my game when I tested the rom.

But what's the difference between using the "Load Palette From File" function and the "Super GFX Bypass" to put custom sprites and objects in a hack?

I'm troubled, because now I don't know if I've been properly using
yy-chr...
What tools should I work with (other than yy-chr) in LM to make custom sprites and objects?
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