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Posts by aarkond

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Hello everyone, I am almost a novice in this and I need your help.
I have downloaded the folders of the piranha and venus plants, I have seen that it does not have ExGFX files, but it has a folder that says SMWSDIS with two asm and cfg files that I do not know how to use or in which folder I should put it.
When I install my piranha plant, or venus plant, they appear with bugs.
How can I install it correctly?
Originally posted by AnasMario130
You can find the correct graphics here: https://www.smwcentral.net/?p=section&a=details&id=3157

You can also remap the tiles used under a table along the lines of 'tile' (can't check for certain)



Ok, thank you very much, it partially worked for me, I want you to help me with a problem, now the venus after spitting fire, puts on a happy coin face.
Originally posted by AnasMario130
As I said, look for the word 'tile' with Ctrl+F which after a few Enter presses should redirect you to the respective table with a bunch of hex values. Probably it's called 'tilemap'. Anyways, those are the values you'll need to change. Alternatively, replace the coin graphics with the venus head, but do this in an ExGFX file with YY-Chr or another graphics editor. I trust you know how to insert graphics? If not, see here: https://www.smwcentral.net/?p=viewthread&t=93133


thank you very much dude, it worked for me !!!
If you want, we can be friends on Facebook! There is a group of Super Mario Hacks where you can see many levels.
I have a problem with the background. When I download two backgrounds that I like, sometimes they occupy the same tiles and I have to decide on one of them, but I would really like to keep both of them.

How can I make one of the two background occupy other tiles and not make me bug one of the background that I downloaded?
Originally posted by Batata Douce
Originally posted by aarkond
I have a problem with the background. When I download two backgrounds that I like, sometimes they occupy the same tiles and I have to decide on one of them, but I would really like to keep both of them.

How can I make one of the two background occupy other tiles and not make me bug one of the background that I downloaded?


You can use on different graphics slots and remap the Map16 tiles.


I'm going to try it, the downside now is that I inserted my donut lift and it's ok, but when I step on it, it doesn't clink, it turns black.
Do you know how I can correct that?
Friends, a consultation. When I step on or stand on the donut lift, my block goes black. How can I stop that from happening and start to tinkle like in Mario games?
Originally posted by Katerpie
Did you import both the .pal and the .palmask files?



I have not used .palmask, I don't know how to run it.
You help me please!!!
Originally posted by Katerpie
Just paste both to the same folder as the ROM and then import the .pal file with #lm{imppal} normally. The .palmask file serves to highlight the specific spot the palette will be imported at without affecting the entire level's palette.



I think I have done something wrong, because I have applied what you have told me and it does not work. :(
Originally posted by aarkond
Originally posted by Katerpie
Just paste both to the same folder as the ROM and then import the .pal file with #lm{imppal} normally. The .palmask file serves to highlight the specific spot the palette will be imported at without affecting the entire level's palette.



I think I have done something wrong, because I have applied what you have told me and it does not work. :(




It already worked, I made it manual.



Yes, of course.
See this: https://www.facebook.com/jose.antoniosma/videos/267045304738507/
Help!
Can anyone support me by getting the wind sprite, the one that appears in SMB Lost Levels, or the desert wind that appears in NSMB Wii. Please.
buster_block.asm

What part of buster_block.asm file is it that I should put the number that I executed in the pixi?

There is so much data, I don't know what it is ... u_U
Originally posted by Thomas
Only the actual beetle (buster.asm) needs to be edited. If you open the buster.asm file, you'll see this line near the top:

Code
!BlockNumber = $01              ; The sprite number (from list.txt) of buster_block.cfg (the sprite to throw)

Change "01" to the ID you're inserting the buster_block sprite as.




Hello, thanks for answering.
I already did that, what I have to do is modify the ".asm" in the buster_block.asm file, but I don't know what parameter I have to modify because there is no instruction in the zip.
Friends, a question, there are two files that I must upload in GFX.bin but when I do it it spoils sprites of the whole game. This happen me with the fire snake and the nipper.
What can I do to prevent the other sprites not be turning a bug?

How do they use GFX files?
Originally posted by Darolac
If you want some sort of wind effect on your level, you could try to insert this with uberasm (untested):

Code
main:
LDA $9D
ORA $13D4|!addr
LDA $14
AND #$04
BEQ .return
DEC $7B
.return
RTL


There are other ways to add that effect, though. I did it here decreasing Mario's speed.




And is there any way that dry tree leaves appear?
Originally posted by Thomas
I'm a bit confused about what you're referring to, you don't have to do anything to the buster_block.asm file.


Tank U, work so good!
Originally posted by Thomas
It's a bit unclear what you mean, though it sounds like what you're specifically having an issue with is ExGFX. I'd recommend reading this part of the FAQ and this tutorial to get a better understanding of it.


No, it is not an ExGFX file, those files do not bring me problems. I mean the sprites that are loaded in GFX, which I must change from 00 to 33 ... when I make a change of those sprites in one of those numbers (which is allowed by the GFX), errors occur.
Can anyone help me with a "Nipper" sprite but loaded in ExGFX? I have seen that there is one in GFX, but it destroys my other sprites including the
yoshi's tongue. So for that, I want one that is in ExGFX. I don't care if nipper walks or throws fire, I just need nipper to jump.
Originally posted by Thomas
If you edit the original game's GFX files, they're going to affect all sprites that use those tiles. That's unavoidable.

That's why we use the ExGFX system instead. ExGFX files are handled basically identically to GFX files, but allow you to change graphics in a single level without affecting graphics globally. Generally, if a sprite comes with graphics files, they are intended to be inserted as ExGFX.


Thanks for the info. I put you in context. There is a file called "nipper", it is a sprite; and I want it for my game. The problem is that this file comes in GFX extension and not in ExGFX.
That being the case, then I would like you to help me by giving me a nipper sprite in ExGFX, no matter if it moves or spits fire, enough that it jumps.
Originally posted by NathanWarford
Just rename GFX.bin as ExGFX###.bin where the ### is any hex value from 080 to FFF.



Dude, look, I just did what you told me and it certainly worked, the other sprites did not mess me up, only when I program the nipper plant, at that level several sprites are affected and yoshi's long tongue disappears.


Will there be any parameters or numbers that I need to modify in the ".asm" file, so that at least yoshi has his tongue again?
Good evening, when I place a nipper plant (imamelia) on any level it works fine. But the problem is that my yoshi is not compatible, and its tongue disappear. What can I do to make nipper plant compatible with my yoshi and other sprites.
Do I have to modify something in .asm, or download a nipper plant from another author?
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