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The Graphics section on the site hosts a wide variety of content and is a great place to begin. In fact, the On/Off blocks you're looking for are hosted here already.
Here you go: Super Mario Maker 2 - Super Mario World - ON/OFF Blocks

The pipe graphics pictured are already found in vanilla SMW. I'm assuming you're looking to add screen scrolling pipes into your hack. To do that, you'll need a tool called Gopher Popcorn Stew (GPS for short), and custom blocks to go with it.

Custom blocks can be found in the Blocks section. The ones you'll need for the pipes are called Screen Scrolling Pipes.
If you're unsure how to insert custom blocks, this tutorial here will be helpful.

I hope that helps!

EDIT: ninja'd #ab{x_x}
Another possible addition to this tool that would fit in quite well would be the ability to edit the level end score card. I saw Yoshi Master request it here, and immediately thought of this tool. This isn't something I realized I needed/wanted until now.
This is partially a 'why does this happen', and partially a 'how do I edit this' thread. I've noticed that Mario has a very powerful butt. He can butt slide kill nearly anything. Of course, when this happens, some sprites don't have proper 'killed' graphics. Below are two examples:


As you can see the graphic that appears when either of these sprites are killed is garbled. Does anyone know why this is the way it is, and if there is a patch or something I can apply to change this? Something like keeping the original sprite graphic, and just making it fall off screen would be nice.
Well that was an easy fix! The graphics always bothered me a bit, it looks nicer now. Thanks Erik
At the bottom of OWMusic.asm you'll find this block of code:


Each line corresponds to a 32x32 pixel square on the Overworld map for a total of 4 16x16 tiles. If you were to place a grid with these dimensions overtop of the overworld, it would look like this:

You'll notice there are a total of 16 squares in each row, and 16 entries per line in the code. The first entry in the code is Y0-X0, and the first square in the image above has an X of 0 and a Y of 0. Change the $xx at Y0-X0 to the hexadecimal value of the song you'd like playing when Mario is inside that square. Lets say I'd like to music to change when Mario reaches the 5th castle in the image above. We look for the X-Y coordinates, which are X30-Y24, then find that location in the code:

If I wanted to use my custom track Phantom Forest, I would use $3A. That value can be found in Lunar Magic by pressing the #lm{music} button.


Just repeat this process for each square, putting the correct hexadecimal value for the song you would like playing as Mario traverses your overworld.

If you have an image editing program like photoshop that supports layers, here is a blank grid I made that you could place over your overworld to have a better idea of what each square goes with.
https://bin.smwcentral.net/u/32624/overworld%2Bsong%2Bgrid%2Bsquares.png
This is a problem I've encountered for quite a while and haven't been able to figure out a fix.

I have two submaps connected by a red exit tile, that fail to update graphics/palettes of the overworld border, when transitioning between the two. Check out the animation below:

(blurred for spoilers, sorry)

Submap 1, the forest, has the correct blue palette and little tree graphics. When I cross the red exit tile to Submap 2, the ice fields, the palette and graphics do not update properly. The ice fields are supposed to look like this:


It appears the ExGFX file isn't being changed when transitioning, and the palette row/number remains the same as well. Here are my palettes:


Submap 1, forest, uses palette #2 for it's colours, and Submap 2, ice fields, uses palette #6.


Does anyone know how to get the palettes and graphics to update properly when transitioning between maps using the red exit tiles? Worth noting, is that this problem does NOT occur when using pipes. Pipes to and from any map will display proper palettes and graphics. It only happens with red exit tiles.

Thanks :)
Request name: 16x32 ON/OFF Block
Type: Block
Short description: a 16x32 ON/OFF block, that can be activated from the entire 32px wide edge. Intractable with shells/throwblocks from the bottom and sides.

Graphics:
https://bin.smwcentral.net/u/32624/ExGFXONOFF.bin

I have included 16x32, 32x16, and [if you're feeling adventurous] I included some graphics for a bounce sprite if whoever fulfills this request wanted to have bounce sprites as well. I'm mainly just after a static 16x32 ON/OFF block.
Originally posted by MarioFanGamer
Unless you absolutely need a bounce block, bounceless On/Off block isn't limited to a single block.


This block actually works great, thank you for the suggestion! I'll leave my request there in case someone wants to use the graphics, or make a bounce block, but I'd consider my wants fulfilled with MFG's post.
Request Name: Noteblock Palette Fix
Type: Patch
Short Description: Force noteblocks to keep their palette.
Long Description: When you set a note blocks palette to anything other than 4, and bounce off it, the palette reverts to the default palette 4 once the bounce sprite disappears. This patch would let the noteblock keep whatever palette it is assigned in the 16x16 editor.
I would love to see a pokey that when jumped/spinjumped on, would become one segment shorter. When down to just its head, it disappears in a puff of smoke if jumped on once more. If you really wanted to go all out, having options such as amount of segments, x speed, stays/falls off ledges, explodes, etc, go nuts.
I'd like to request a customizable version of the vanilla wendy or lemmy fight.

The main feature this would have, over the true vanilla sprite, is that you can define the x/y position in the .asm file and the sprites would work off those locations. No more hard-coded positions! This would allow much more varied fights using this vanilla sprite. Here is a picture of what I mean:
https://bin.smwcentral.net/u/32624/wendylemmy.jpg

Extra options could include (if you're feeling bold):
- more than x7 locations
- more or less than 2 decoys
- wendy or lemmy GFX
- up/down speed
- # of hits
- wendy could shoot a fireball at mario when she goes back into the pipe
- decoys explode when hit
If I'm understanding you correctly, you want to change the palettes used in the Bowser battle. You cannot do this via Lunar Magic directly as Bowser & his Clown Car have hardcoded colours defined by ASM.

Also, he uses palette 'E', not palette '0'

However, if you can work with only 7 colours, there is a tool called Iggy/Larry Battle Tools that will allow you to change the hardcoded colours found in Bowser's Battle.

To answer your direct question; if there is a way to use all the colours in a palette row for Bowser, I would assume it's possible, but I do not know how. The tool above is a good start, but perhaps someone more knowledgeable will know if the rest of the row can be used.