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Posts by 2566

2566's Profile → Posts

Hey, didn't know where to introduce myself so I figured i'd do it here.

Hello!

A little about myself...

Im comfortable with the LM interface, ive inserted custom blocks, ExGfx, made a pretty standard (read: no ExGfx) custom OW.
I remember to hit F9 after modifying my m16, with the help of the 8x8 editor.
No problems with addmusic (the cmd line version, not "made easy", addmusic.bat made enough sense to me)

I'm still a little shaky when it comes to inserting custom sprites (haven't tried) and i'm still not sure how the pallettes are set up (although i like messing with LM's star-button-pallette-window-thingy).

...I haven't even begun to attempt anything regarding ASM, but i have a background in programming (c/c++/vb/.net) so only time will tell.

i also enjoy (parenthetical (statements)).

hello smwcentral!

ps. i have a super duper beta beta BETA hack (only two levels) and i would like to hear some feedback. mostly regarding overall level design and level difficulty. the more i test my levels, the easier they get. now i have no idea how to gauge their *actual* difficulty and/or design.

:)


Feel free to PM me if you have any questions.

thx s.c.o.r.p. & supertails! now i know.

i hope parabuzzy's cough clears up... :)


Feel free to PM me if you have any questions.

Nice to meet you all.

ill post an ips tomorrow if anyones interested.

btw, ive been looking on the forums and i cant find any solid info on the way pallettes are used, anyone got a link?

[edit] @ scorp... it's called irony. :)


Feel free to PM me if you have any questions.

screenshots? not at the moment. the pc is all tasked out atm. (im on my macbook)

basic info about it is that ive got a storyline (i know its not necessary, but it helps) and 2 levels. whats the best way of posting an ips without officially submitting a hack?


Feel free to PM me if you have any questions.

well, the purpose of posting only 2 levels would be kind of a litmus test. are my levels way too easy? id kinda like to know that before i start mashing into some more. thats the idea.
[edit] oh well...


Feel free to PM me if you have any questions.

(restricted)
While i realize this has very little to do with smw hacking per se, this is a somewhat advanced subject and is still relevant to "advanced SMW hacking"

Has anybody here been able to get lunar magic to work on a mac with the wine libraries installed?

ive been able to get LM running (window, toolbar, etc.) via X11, but i haven't been able to see the actual level thats being rendered in that window, i.e. lvl 105, nor have i been able to see the ow thats rendered with the ow editor.

just wondering if anyone here has any experience with tweaking the wine cfg.

if it makes any difference, im still on osx 10.4.? and i installed the (prebuilt) wine libs via macports thru terminal.app

i have the devtools (xcode etc.) installed and can build wine from source, but i have no idea what control (dc) lunar magic uses to draw to a window, so im a bit stumped.

if not, delete this thread or whatever. im all out of ideas.
fusoya, wherever you are....


Feel free to PM me if you have any questions.

Well, i was informed that this was the place to introduce myself, so here is my introduction:

Hello!

A little about myself...

Im comfortable with the LM interface, ive inserted custom blocks, ExGfx, made a pretty standard (read: no ExGfx) custom OW.
I remember to hit F9 after modifying my m16, with the help of the 8x8 editor.
No problems with addmusic (the cmd line version, not "made easy", addmusic.bat made enough sense to me)

I'm still a little shaky when it comes to inserting custom sprites (haven't tried) and i'm still not sure how the pallettes are set up (although i like messing with LM's star-button-pallette-window-thingy).

...I haven't even begun to attempt anything regarding ASM, but i have a background in programming (c/c++/vb/.net) so only time will tell.

i also enjoy (parenthetical (statements)).

hello smwcentral!

ps. i have a super duper beta beta BETA hack (only two levels) and i would like to hear some feedback. mostly regarding overall level design and level difficulty. the more i test my levels, the easier they get. now i have no idea how to gauge their *actual* difficulty and/or design.

:)


Feel free to PM me if you have any questions.

yeah, but a virtual machine is horribly slow, AND it would also require a windows liscence to install xp (bootcamp at least runs at native speed). there's always crossover, but i was really hoping to keep this free/open source.

what get's me is that i can get lunar magic running and everything, i just cant see the level that's being rendered. hang on a sec...
yeah, my map16 shows up perfectly, both my addobject and addsprite windows are rendering correctly, animations and all are working as they should. im sooo close! arrgh!

thx for all your feedback, and if i have any more luck i'll report back here.




Feel free to PM me if you have any questions.

Wasn't plannin on it. With crossover, all you're paying for is a fancy installer for a prebuilt wine library. Im not scared of darwin! I just gotta figure out how LM renders to the window surface.

Oh well, thanks everyone for the responses. Maybe one day it'l get sorted out.

[btw, does it seem like most mac users think that darwin is that dude who sailed around in a bagel? ha ha]


Feel free to PM me if you have any questions.

Basically I'm looking to add a 'stays on ledge' version of the buzzy beetle IN ADDITION to the regular buzzy. How can I go about implementing this?


Feel free to PM me if you have any questions.

Yes, i realize thats how i would change ALL my buzzys. let me clarify:

I would like to keep my buzzys the way they are, and ALSO add a duplicate of sprite 11, so that i can say, have blue buzzys and red buzzy, for instance. if i change sprite 11 in tweaker, all of my buzzys will be red and i don't want that. Anything short of ripping sprite 11 from the rom via a hex editor and reinserting it somewhere else?

[edit] I noticed that sprite 12 is unused. Would it be possible to duplicate sprite 11 to sprite 12 so that i can have normal buzzys AND tweaked buzzys?


Feel free to PM me if you have any questions.

It seems to me that all the code for the buzzy is already tucked in the rom somewhere. If i were to go about disassembling the buzzy, where would I get that code (offsets, etc.), would i use a hex editor to yank it out? i guess what im asking now is, how can i isolate the buzzy code from the rest of the rom?

im checking the rom map now...


Feel free to PM me if you have any questions.

What seems to be the case to me is that yy-chr doesn't use the standard windows clipboard. It uses its own local implementation of a clipboard. What that means is you can't (or I haven't found a way yet) copy-paste between different instances of yy-chr (i.e. two different application windows), but you are still able to open a gfx file, copy what you want, open a different gfx file (using the same yy-chr window) and paste what you copied from the first gfx file. It's a pain in the ass, and someone correct me if I'm wrong, but that's the only way I can get copy-paste to work.

Hope this helps.


Feel free to PM me if you have any questions.

Is there a custom sprite floating around out there that works like the "show lvl msg 1" sprite, but displays the 2nd msg instead?

if not, what steps would i take to modify the original sprite to function as such, while keeping the functionality of the original?


Feel free to PM me if you have any questions.

I've been looking for a way to add a custom buzzy sprite, and i havent been able to find the answer.

This wiki page seems to be a good start:
http://wiki.smwcentral.net/wiki/Routine_01/8AFC
but i'm still not sure what to make of it.

Forgive me if this is posted in the wrong section; feel free to nuke it if i did.

Essentially what i'm asking is what will it take to duplicate sprite 11 (to say, sprite 12) to allow me to modify a custom buzzy (a la tweaker) without interfering with the stock buzzy?

thanks, and again nuke this thread if it's in the wrong section!


Feel free to PM me if you have any questions.

I'm trying to get layer 3 mist to work in a non-ghost house level. when i change the settings in the (mario head) menu, the bg gets all glitchy. fair enough.
but, when i try and override those seting with the super gfx bypass menu, the bg stays glitched ("ghost house 1" lanterns instead of "rope 2" stars)

Is this something thats hardcoded? I really like the twinkling stars, and i'm willing to give up the ghost house lantens in order to fix this problem.


Feel free to PM me if you have any questions.

Originally posted by WhiteYoshiEgg
The only way to do this would be a custom sprite, I think.

No offense, but that's great advice. :)

[edit]
completely off topic, but where in germany are you?


Feel free to PM me if you have any questions.

Forest tree trunks don't generally require the use of custom m16 pages.

[edit]
Alright, i think i've got it.

consider the list of tree trunk objects in the "tileset specific objects" section of the add objects window:
36_Y large tree trunk
37_Y small tree trunk
...under tree top enabled

we'll call them 36,37, and 37+.

objects 36 (large tree trunk) and 37 (skinny tree trunk) behave the same way. depending on their y position, odd or even, they will either recognize the 'ledge' behind (odd), or they won't (even).
37+ will never recognize a 'ledge' behind itself. its y position determines wether or not it can fall in front of or behind the tree top canopy object. if an object of type 37+ (...under tree top enabled) overlaps a ledgy type object, the ledge won't be recognized.

check out a forest of illusion level to see what i mean.

hope this helps!


Feel free to PM me if you have any questions.

it sounds like i'm gonna have to come back to this one ;)
Sorry if i wasted anyone's time!


Feel free to PM me if you have any questions.