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Tip: Yoshi wings take you to level C8 or 1C8. Which one you get depends on the overworld level you're in.Not logged in.
Posts by DTA450
DTA450's Profile - Posts by DTA450
Pages: « 1 2 »
For my SMW hack, I had decide to use the original Bowser Sprite (used in mode 7 boss battle) as the final boss, but to change the graphics.
But when I want to use more colors, those on palette 0 that aren't overwritten by this sprite (color 12 of palette 0 for exemple), but all colors from 8 to 15 will be change to the colors from 1 to 7 during gameplay.
So it's impossible to use more than 6 differents colors.

Is there a way to make it use all colors of palette 0?
(restricted)
Okay, thank you for the help!
(And also, I thought this sprite uses palette 0 because when I use sprite A0 (Bowser) in a normal level or cheatcode 7e0dc22d during gameplay, the background colors will change to Bowser's colors)
Use this tool to remap them to a blank tile in SP1 or SP2
https://www.smwcentral.net/?p=section&a=details&id=14987
What's the music used in the level 'nom nom madness' (in the 'undercaves')?
Hello,
I want to edit Yoshi sprite so it has a 'perfect' 16x32 size (without moving his head a few pixels for every frames), and disable his 'turning around' pose (without make Mario and Yoshi facing the camera for a while, but remains optional for me), but I don't know how to do these.

So can someone help me please?
Personally, I like the one in the second screenshot.
It fits nice with the other graphics, for me.
(but it's still my opinion.)
High in the Sky
FINAL VERSION:
https://bin.smwcentral.net/u/40726/high%2Bin%2Bthe%2Bsky%2BCLDC.bps
It uses HDMA, custom ASM and sprite tile remap.
Overall, the hack is good.
However, in the first two levels of world 2, I found some cut-off (bad tile priority mainly),





bad tiles' 'act as' settings,


and even a misplaced tile in the bottom right corner:
Originally posted by Ramen_Hack
.




Okay.
(Who can close this thread ?)
Congratulations !
(restricted)
Put ALL Map16 tiles of page 01 in screen 06 (or whatever) of level 105.
you will get something like this:

but it's still playable !
Excellent
Also, what about a more realistic mist/fog effect ?
I can't wait to see the final result
I use this patch:
https://www.smwcentral.net/?p=section&a=details&id=21110
But there is a lack of animation when the player double jump. So I modified the patch myself. I decided to use a minor extended sprite (glitter/sparkle), but it always spawns on the side of the screen. Please help !
I want it to be spawn on the current player position on the screen.

I modified this (in the double jump patch) (line 224):
Code
	+
	LDA #!djump_boost		; \ 
	STA $7D				; / Boost player upwards
	STZ $1407|!addr			;   Reset double jump flags
	LDA #!djump_sfx			; \ 
	STA !djump_bnk			; / Play sound

to this:
Code
	+
	LDA #!djump_boost
	STA $7D
	STZ $1407|!addr
	LDA #$05    ;graphic type
	STA $17F0|!addr   
	LDA #$14            ;effect timer
	STA $1850|!addr
	LDA #!djump_sfx			; \ 
	STA !djump_bnk			; / Play sound
I plan to submit some Peachette graphics as a cape powerup replacement only (small, big and fire Mario are unchanged), and a super crown as a feather reskin.
However, my graphics are not meant to replace directly GFX32, but they must be used with a modified version of this patch (to change GFX when the player have a cape) that I'll include with the submission: https://www.smwcentral.net/?p=section&a=details&id=4287
Also, to recreate correctly the power-up seen in NSMBU Deluxe, I need to incude a modified version of this: https://www.smwcentral.net/?p=section&a=details&id=21110 and a few hex edits.

With this said, does this submission must be in Graphics section or in the Patches section (Remember that I don't made the original patches, and my graphics are only a replacement for a specific power-up)?
Okay, thanks for the answer.
I really like the hack, but there is cutoff, glitched sprites/backgrounds and bad palettes; I don't like this... #tb{:(}
Pages: « 1 2 »
DTA450's Profile - Posts by DTA450

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