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Posts by Vinifera7

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Hello SMW Hacking Community!

I made this little guide to identify which palettes go to which things.

Please let me know if any information is incorrect or missing. I haven't spent a great deal of time with this.

No problem. I'm noticing some mistakes though. I'll see if I can get around to updating it later.
↑ UPDATED ↑


Originally posted by Doomdragon
What the... theres nothing there. Am I missing something? or did you upload it as a document??!?


It's just a plain image. There's no document or attachment.
Originally posted by fyarball
What about "sidebar" or "signature" scrollers?


A left sidebar is pretty annoying though, as you have to move your eyes over to see the actual post.
Then just use Birdo. Copy and paste, man. It's as easy as MS Paint!

Those just show the default tilemaps for the custom sprites. If you know basic ASM you can even change where they go, but let's not get too complicated..

So in case you still don't understand, let me explain: Extract the sprite graphics sheet from your level that corresponds with the Birdo Tilemap. So if it uses SP4 for example, you want to get SP4 from your level. Open the graphics in your favorite tile editor. Open the Birdo Tilemap in another instance. COPY birdo to the windows clipboard. PASTE in the corresponding location in your working tilemap. Save, and insert into Lunar Magic. Enjoy!
He's not that hard once you reach max level and use the power team: Mario, Princess and Geno.
It might actually be working correctly, but unless Block Tool saves a .dsc file to the same directory as your rom when you open the rom in Lunar Magic, the descriptions won't appear. The block WILL still work properly though unless you have done something horribly wrong.
Did you actually try testing the block in your hack anyway? As I explained to Chiwalker in Block Tool Problem, Block Tool should save a .dsc file in the same directory as the one where the rom is opened from in Block Tool. If you then MOVE the rom to a different directory and then open the rom in Lunar Magic – without taking the .dsc file along with it – Lunar Magic will not display the block description. This does not mean that it didn't work correctly. The .dsc file is just there to help you remember which blocks are which when building levels in Lunar Magic.
Isn't this an advanced hacking question?
More likely, the custom sprite uses a custom palette, which wasn't inserted.
Please notice that his question was about making a block or sprite that modifies the graphics header dynamically.
I have a sprite related question: How do I change the palette used by a custom piranha plant sprite? I am using a short-stem piranha plant sprite and I want to make the head green like in SMB3. Changing the palette using the cfg editor seems to have no effect.

I was just wondering if there is something that I can change in the asm file to change the palette.
Has anyone successfully combined these two patches?

- Separate Luigi Graphics
- HDMA Design Kit


I have used them separately and they work just fine, but I can't seem to get them working together properly.

If I apply the HDMA stuff first, then patch with the Separate Luigi Graphics IPS, the rom gets corrupted and just shows a black screen in ZSNES.

If I apply the Separate Luigi Graphics patch first, then apply the HDMA stuff, everything works for the most part but level 105 gets corrupted and there are various small graphical glitches present.


Any suggestions?
I think you have the wrong idea.. see my post regarding the .dsc file in Block Disaster.
I don't think editing the joined GFX files works either. As makinaman stated, you have to open the rom itself in yy-chr then scroll down to the end (or near the end) and you will see mario and luigi graphics there, uncompressed.
I figured it out myself.. the palette properties were hardcoded in the asm.. so I just had to change a couple of values.
I am an ASM noob. I'm attempting to edit the venus firetrap custom sprite so that it is more like the SMB3 one. If the extra bit is set, it spits two fireballs, otherwise it spits one. I want to also make the 1-ball-spitter short and green. I've managed to work out a branching mechanism that makes the 1-ball-spitter short and the 2-ball-spitter long, but I can't seem to get the colors to work properly.

Here's my edited asm file. Please help if you can.
They are there. You have to scroll down a bit.. past Bowser's stuff I think.