Tip: Be cautious putting Sprite 9B (Amazing Flying Hammer Brother) above lava. After being "killed", it will still throw hammers until it sinks or goes off-screen.
Hi again. I would like to make a death block such as Moltovmarioworld's block but I am not exactly sure of what to do. Could I just use blocktool and use the one already implemented in it? If I do that, I wan't to change the graphics. Would the new block show up in the ALLGFX file?
I'm trying to get the block from Blocktool and then get it into YYCHR to edit it, but I don't want to download Blocktool just to see that I can't edit the looks of the block. Will the insta-kill block show up in ALLGFX.bin?
Okay, thanks for that, but I want this block to have my own graphic. Is it possible to make new graphics in YYCHR without overwriting one that is already there?
EDIT: I can't seem to figure out how to find the custom blocks already in BTSD.
I got the ASM 'Hurt' block into my hack and right now it is in the form of a cloud. I want to make it look like something else without overwriting an already existing graphic. Any help?
Making new graphics without overwriting the original graphics is actually very simple and I have a hard time believing I used to think it was complicated.
Okay, so I edit the file in YYCHR? And then save it into ExGFX. Im sorta confuzzled , would it be possible to get some pictures? I've been trying to do this all day :/.
okay, when I tried to add the ExGFX, it says "structure too large, will be truncated" and then in the same box, it says "ExGFX structure 80".
Then I click ok and another box comes up saying "inserting the structure will increase ROM size." And in the same box it says "ExGFX structure 80" again.
Ugh, this is all so confusing. Maybe a video if at all possible please?
EDIT: Okay, I'm just going to make this clear. What I'm trying to do is make a death block that looks like and acts like moltov's. If someone could give me the steps from the beginning, I would be grateful. Thanks.
WOW, this hack looks amazing, I can't wait to play it. I don't have the ability to make good levels :/. Although, I think the fireflower is odd. I can't put my finger on it, but for some reason I just don't like it.
I am currently working on one. I don't have a name for it, but the IPS is called 'Kewl Kaizo'. It is a soft kaizo in some places, just kaizo in others. You need to use some glitches/bugs. Keyjumping and getting yoshi through the floor. It is in My Files.
EDIT: I edited the Question mark block in GFX00.bin but I did copy it first and moved it to ExGFX, renaming it ExGFX80.bin. I inserted it and added it to one of the FGs (FG2). I can't find it in map 16. I've looked at all the coin blocks in Map 16 and they're normal.
The ? block in GFX00 isn't the one used in blocks, it's used for the winged ? block (I think...).
The one you want is the one in GFX33 (animation tiles) This contains the 4 animation frames of the ? block.
Edit: wait you edited GFX00 and inserted it into FG2? GFX00 is for SP1. Or, did you copy and paste the edited ? block?
I copied the GFX file and made it into ExGFX80.bin. Anyways, I got my block, but I can't use it in the stage I want it in because no matter where I put it in the FGs it screws up the other stuff I need :S.
GFX=====FG
14=======1
17=======2
15=======3
33=======animation frames
(equals signs used to stop space correcting)
Note: 33 cannot be used for ExGFX so will affect all levels. To use custom animations, make a new file for extra animation frames (up to 128x104 w x h pixels(16 x 13 w x h tiles))
This will mean everything that you don't edit will still work. GFX15 should probably be left well alone (except for the small pipes at the bottom). A spare tile on GFX14 may be the bullet bill launcher stand and the door or plants or the ice block or... well pretty much everything in GFX17 could be free.
For other types of level you could use this to find GFX files.
So by this you mean edit GFX14.bin for grassland levels and then insert it on FG1?
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