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Posts by giu

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OMG!! It's WORKING! I can't believe it.

So, I place the rom in the PIXI folder whenever I want to add something, then move it back to where the ExGFX folder is before working in Lunar Magic.

One last thing. Is it possible to use more than one custom sprite in a single level? Could I label multiple with the same ExGFX number (like a tileset) or is there no way to do this?
I'm sure I'll be back once I get that far, but for now at least I can finally add something new!

You guys are the best!

Oh, by the way, what happens when there is no .bin file? I have others I'd like to try that only have ASM, CFG, and JSON. What should I do about the ExGFX numbers for those?
Does anyone know if there are special guidelines to the usage of the angry sun?
https://www.smwcentral.net/?p=section&a=details&id=16613

I've gone through all the steps with PIXI, which says that all my sprites are inserted successfully. It seems all except this one. When I insert it, I still get the red X indicating there is a sprite, but nothing appears when I go to play the level.

It may be worth noting that the description says that L/R scrolling would be disabled, but it is not, indicating that something is going wrong somewhere.
I wanted to raise the BG image for one of my levels, but doing so exposes the blank black tiles underneath. In order to keep the image consistent, I needed to flip a few of the tiles around to line everything up.

I made copies of the original and pasted them on the blank page 82 in the 16x16 tile map editor and hit the flip x button. Everything looks fine in Lunar Magic, but not so much when the ROM is booted up. Is there a way to fix this, or am Ii limited to the use of just the in-game tiles?
They are saved. It's just glitchy during gameplay. I've tried it with several BG images in different levels with a similar result. The tiles I had to edit aren't quite right.
I assume that Lunar Magic can't do this by itself, thought I hope it can. I just want to know if there is any way to fix it.
I would if I could paste a picture here, but it asks for a url, which I don't have.

Basically, both the tile in lunar magic and the bg image itself both look just as they should. In the emulator, those tiles appear with pink and blue shadows, or become garbled like they were from a different tileset.
Thanks for that.
Here is one example of an edited bg:

In the emulator, litte pink and blue pixels appear over the shadows goin up the hill:



Tahixham Edit: please do not post massive images that stretch the site pages. Shrink them down or stink them in a hyperlink.
I don't even know what that means. I just used the 8x8 editor to flip some tiles that were already there and saved them on a new page.
Is it possible to have more than one checkpoint in a level?
So far, it seems I can only have one, and it has to be located in the same level number that you enter from the overworld (as checkpoints I place in sub-worlds don't save level progress for some reason). Just think it would me nice for longer levels or ones with more than one difficult section.
I just hit the save icon on top of the mini window after I change something. All the tiles have been saved, and I have hit the green mushroom a bunch of times when inserting other graphics. Even so, I still experience that problem whenever entering that particular level.
Ok, let's give it a try. I downloaded the patches and asar. It is asking for the patch name, but there are multiple files in the folder, so I am unsure how to go about it.
Is this another case of moving the ROM and all the patch files into specific folders?
I've downloaded a few backgrounds to put into my ROM. What would be the best tool for the job, and is there anything I need to know on how to run said tool properly? I have never done any of this before.
That works, thanks. Thought there might have been a tool I needed first.
Is there a way to combine ExGFX for different custom sprites so you can use more than one in a level?
-OR-
Is it possible to change which slot a downloaded sprite uses? Most that I have use SP4, but if I could change any of them to SP3, I could at least use two at once.

I'm making a Yoshi's Island theme level for a friend using a bunch of shy guys since it's his favorite character. I'd rather avoid making a bunch of exits to new levels just to use each type.
Not sure what's going wrong, but every file I open up in yychr just looks like a bunch of random dots, nothing resembling the sprites I want to edit. Also, I don't see in the tutorial how to make the sprites use the same ExGFX number, it mostly deals with redrawing the graphics rather than re-assigning them.
Thanks for the tips. the examples really help, but I am still stuck. Here is what I see:
https://bin.smwcentral.net/u/40537/shy%2Bguys%2Byychr.png

The window on the left is for a "fly guy" sprite, while the other is for the "pyro guy". I don't see any tiles belonging to either sprite, so I cannot paste from one window into the other. Also, I am still unclear on where the option is to choose which SP slot it goes in.
Yes, but no success. It seems like this one needs to be placed in a very specific location, like some of the other sprites that are dependent upon their x-position.
Awesome! Got both sprites working together.

So, the last thing is to change some of the files to use SP3. I may just have a bad example, but the next one I tried was the "woozy guy".

I found the section dealing with the tilemap, but I'm not really sure what to change or what values to replace the current ones with:
https://bin.smwcentral.net/u/40537/asm.jpg

Another interesting thing is that when changing SP3 to the designated ExGFX number, I receive an error saying that the file is too large. This caused serious problems with the level when opened up in the emulator.
Thanks for the tip. Now I just need to know what values to change to re-assign the file to use SP3.

Originally posted by Thomas
search for a table or define labeled something along the lines of "tiles", "tilemap", etc. … SP3 uses tiles 00-7F while SP4 uses tiles 80-FF.

I understand each file will be different. Take, for example, the "racoon guy":
https://www.smwcentral.net/?p=section&a=details&id=13896

The ASM has several lines for various animations. I don't know which value corresponds to which tile, making it unclear what I might accidentally change by making up values between 00-7F.
Also, is there a particular order/pattern that needs to be followed for the sprite to animate properly? Looking for advice on which values to change, and what the new values should be.