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Posts by ChrillePan
ChrillePan's Profile - Posts by ChrillePan
Pages: « 1 2 »
Hey Guys!

I am really new to LM but I get used to it =)
BUT I do have some questions which Im really sure were already answered but I do not know how to search for, so please be kind to me =)

1. If I change the background in Level 106, does it effect other levels with the same background?

2. How do I add a custom look for a tile? E.g. my own version of a death block or a block for blocking Mario but not Sprites. I knew how to add the behavior and it works, but not how to add custom "looks" to it.

3. Is their a description of which colours in the palette effect the sprites, foreground, background etc.?

Their will be more questions in the future, but start with the first 3 =)
Oh wow nice! Already answers my first questions :D Thanks for that.

Also:
Is it possible to change the palette of just one sprite while not affecting others? I changed the colors for small pipes to red and now my Green Koopas are also Red :D

Maybe I just have to deal with that ^^

Thanks
Originally posted by MarioFanGamer
Originally posted by ChrillePan
Is it possible to change the palette of just one sprite while not affecting others? I changed the colors for small pipes to red and now my Green Koopas are also Red :D

What small pipes? I assume you mean Carryable Pipes as there is no way the foreground tile can use any sprite's colour (see above). You can set the pipe's palette with the extra byte or remap the pipe's graphics so they use the second half of the palette.


I havent add any custom pipes. Just the small version of the bigger ones which are vanilla. Tile 153 - 155 in the 16x16 Tile Map Editor.
My chucks are also affected by that
I pressed the blue star in LM and edited the palette.
The only thing I did was to Enable Custom Palette so I do not screw things up with other levels ( Maybe thats wrong too )



Im sure you guys are right, im just not sure what I did wrong^^
Gotcha! I thought I just change the Palette for Tiles OR Sprites but you have the full palette for both open so I need to be careful to what I am changing or not :D

Thanks guys!
Is their an easy way to assemble backgrounds? I got all the steps right with ExGFX and such but now reasample the background is really nifty and a lot of work :(
Originally posted by DasFueller
Originally posted by ChrillePan
Is their an easy way to assemble backgrounds? I got all the steps right with ExGFX and such but now reasample the background is really nifty and a lot of work :(


There should be a sample level in the zip file you downloaded. In this the background is assembled for you. Save this level to a level number that you don't need. Then go to your level, click on the Background Editor and then load the background from the other level.


Thanks a lot :D Saved me a lot of time =)

EDIT for Question:

I have Vertical Scroll at Will activated for myself and it does work, but if play to fast e.g. moving up to fast, the screen scrolls step by step. It is possible to have Mario centered and scroll whenever he have a certain hight?
Nice to know! I thought maybe you can change it per default. Ill will save that for later. Thanks a lot
How can I slow down sprites falling down? If I use Water, where Mario can swim through, they just fall through it. I also tried lava or change the behavior to interact with sprites, but nothing happens.

Thanks in advance!
Originally posted by Thomas
Make sure you have one of the sprite buoyancy settings checked under #lm{owspr}.


Weird solution but it works :D Nice! What exactly is changed? Because why does it change the way the Sprites interact with the water?
I want to turn a Sprite into a Tile because of how it looks.
How do I manage to do so?
For example I want to turn the Floating Skulls into 16x16 Tiles.
My idea is to copy that into the 8x8 tile editor and add a new tiles in the 16x16 editor.
Just to be sure:

I figured out the Skullraft was in GFX04.
I deleted all of the graphics I havent needed and added it
as ExGFX81 ( Not inserted at the moment ).

Pressed the Yellow Mush with the Arrow and bypass with the Red Mush.
I chose BG2 to set the 81 ( Before it was 7F Skip file, which does not contain anything, right? )

Now I could drag it from the 8x8 Editor to the 16x16 and set a palette and such.

So far so good!
If I want to add another one, can I simply edit my ExGFX81 again, since their is still a lot of space left, or will that mess up things?
One more problem... The ExGFX file always turned in to a 8kb file and cause trouble but I cant sense how to not do it? I just delete all the 8x8 tiles Id not need and save but now I have a 8kb file.

EDIT: I just used a "fresh" GFX file and copy/paste it and it work but still im curious why the file size changed to 8kb? I deletet everything I havent needed and moved the skullraft to the topleft
I was not sure about this popup, so yeah :D That cleared it up =) Thanks again!
Originally posted by somesupersaiyan
so im making a vanilla smw rom hack right now, its my first one, and i just want some level design tips
and also it plays perfectly fine in the rom, but in lunar magic yoshis island 3 looks corrupted and i cant really edit it, so i want some help with that too


Can you explain what you did? Sounds like you changed the GFX or something else.

EDIT:
Question for myself:
I add a new background to my hack. The second one!
I inserted the ExGFX files and set the palettes and such but right after opening the preview level to copy%paste the background, the preview level is just random jank. What happend?

https://imgur.com/Io6cPxa
Originally posted by ChrillePan
Originally posted by somesupersaiyan
so im making a vanilla smw rom hack right now, its my first one, and i just want some level design tips
and also it plays perfectly fine in the rom, but in lunar magic yoshis island 3 looks corrupted and i cant really edit it, so i want some help with that too


Can you explain what you did? Sounds like you changed the GFX or something else.

EDIT:
Question for myself:
I add a new background to my hack. The second one!
I inserted the ExGFX files and set the palettes and such but right after opening the preview level to copy%paste the background, the preview level is just random jank. What happend?

https://imgur.com/Io6cPxa


I figured out my problem. I disabled this button, because the second background used the place where my first background was set. ( all custom )



What do I need to do to assign the background tiles to another Page of the 16x16 editor so they do not collide with different backgrounds I add?

Thanks in advance!

EDIT: I found a Thread about it but if their is a tool or something, let me know =)
Originally posted by MarioFanGamer
Originally posted by ChrillePan
What do I need to do to assign the background tiles to another Page of the 16x16 editor so they do not collide with different backgrounds I add?

Thanks in advance!

EDIT: I found a Thread about it but if their is a tool or something, let me know =)

That tool is known as Lunar Magic. You can always move the tiles to a different page since when you insert a Map16 file, Lunar Magic has got the new tiles selected which their tile numbers are not final yet. Once you have done so, you possibly have to remap the background. There is a button called "Remap" on the Background Layer 2 Editor. This allows you to move the tiles to a different page. To do so, simply enter the following at the bottom text box:
Code
XX00-XX00,MYY00

where XX is the original and and YY the new page.


Thanks for the tip! I got it to work :D The only silly think for me is calculating in Hex, but I can get used to it. Thanks a lot
Originally posted by MarioFanGamer
Originally posted by ChrillePan
Thanks for the tip! I got it to work :D The only silly think for me is calculating in Hex, but I can get used to it. Thanks a lot

It's just filling the placeholder, nothing needs to be calculated. Also, the formula has got a small mistake where only tile XX00 got remapped but not XX01-XXFF.


With calculating I mean how many pages I need to go down or up.
I had to go from Page 85 to Page 82, which in my case is -300 in hex.
The last steps where moving the tiles down on the page to fit.
I need help adding a custom sprite which kills other sprites:

I wanted to add this sprite:
https://www.smwcentral.net/?p=section&a=details&id=19185

So I downloaded the latest Pixi Version and did the following:

- Created a list.txt file inside the pixi folder and added

00 sprite_killer_box.cfg

as first line

- Added the files from the Sprite into the sprites folder ( the asm and cfg )

Started with pixi.exe, drag and dropped my romhack into it and he also say it was successful

If I now open the romhack via LM, I can not seem to find the sprite I added. It does not go with GFX, it should be empty, but I can not find it via description.

Thanks a lot in advance
Originally posted by Koopster
Most sprites you'll get from the section won't automatically add themselves to a sprite list. To insert a custom sprite in your level manually in Lunar Magic, be in the sprite editing mode (#lm{sp}) and press the Insert key in your keyboard. Type the sprite number you put in Pixi (in that case, 00) and in the extra bit field type either 2 (for extra bit clear) or 3 (for extra bit set).


Thanks!

Whats the difference between extra bit clear and extra bit set?

EDIT: If I enter 00, I still add a green Koopa?
Pages: « 1 2 »
ChrillePan's Profile - Posts by ChrillePan

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