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Posts by Xane123
Xane123's Profile - Posts by Xane123
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You can't change its direction. It goes along a hardcoded path that Nintendo programmed, which is right. But, like Mecha_shadow said, there's a custom one... :)

Try out my game, Mary's Magical Adventure!

Originally posted by yoshicookiezeus
Yes, you can.

Okay, so the direction can be changed to any direction!

EDIT:
Originally posted by K3fka
You could also find these things in the ROM map here on the site, as they're simple hex edits (although making hex edits through patches is preferred in case you have to port to a new ROM).


So, a hex editor can change ROM Adresses. I wonder, can I change the block (on submaps)'s path with Translhextion? O.O

EDIT 2: Thanks yoshicookiezeus for telling me. I was a nOOb, I guess, not to check the ROM Map fully! :(

Try out my game, Mary's Magical Adventure!

You might have to get rid of the 8x8 tile that is shown of the diagonal fireball, then use ExGFX any time it is supposed to be used in a level (normally the Castle tileset). (Just make sure you copy-and-paste the diagonal fireball's GFX to the ExGFX file unless you're drawing your own...) :)



If you want to attempt getting rid of it, back up your ROM (If your ROM uses Diagonal Fireballs) and get rid of the tile in this picture. :D

Try out my game, Mary's Magical Adventure!

The palette inside YY-CHR is different from the in-game palette. To get the actual colors, go to the Overworld Editor and click on the rainbow-colored star. Then, you can change the palette's colors there.
Originally posted by 2technogeeks
Originally posted by Xane123
The palette inside YY-CHR is different from the in-game palette. To get the actual colors, go to the Overworld Editor and click on the rainbow-colored star. Then, you can change the palette's colors there.

Originally posted by FlareFox
it uses the castle colors


Palette Editor won't work, pal.

Anyways, do you know WHY it uses the castle colors?




From the picture, you can see the castle colors are nowhere near the actual land colors. FlareFox7921, you must've created or made new land tiles. O.O

Try out my game, Mary's Magical Adventure!

Originally posted by Meca the SMRPG Hacker
Version 2.1 has been released. Go to the Website link on the first post to get it. Just thought I'd point it out to all of you.


I have a problem: When I hit to edit levels or anything (in version 2.1), it tries to "decompress" the data, and it says "lunarcompress.dll" had a runtime error. :(


I tried downloading the older version (v1.0), and the website said it didn't exist.
Now how can I hack SMRPG?

Try out my game, Mary's Magical Adventure!

Originally posted by zlfaurora
Originally posted by yoshicookiezeus
If you have Lunar Magic set to use joined GFX files (can be set in the Options menu), you will get AllGFX.bin instead of a whole bunch of GFX[number].bin files. The Mario graphics will be towards the end of that file.

Also, you need to set YY-CHR to display the graphics in 4bpp SNES format, or you'll just get garbage.


Kyaaaa...!!! I found it, but it's beyond my editing ability. I'm good with making anything BUT graphics...

*thus Aurora's uselessness continued*

[EDIT] I'm trying to get it on my own, but how can I change the pallet so I can actually see what color it'll turn out ingame?

Start up Super Mario World in ZSNES and savestate, then open YYCHR and click the button shown in this picture:



Locate your savestate file and double-click it, and the palette should be loaded. After this, you can locate Mario's palette (the 9th row).

Try out my game, Mary's Magical Adventure!

Chain mail is stupid. I "smash" chain letters over at my blog and each chain mail has a dumb part like the one MoosieGames showed, which is about some person that doesn't exist that wants to kill everyone. #w{>=(}

I used to forward some of them, but once I realized how dumb it was to forward them, I stopped and started smashing them, pointing out how dumb each is. It"s cool to see how many people here hate them as well. #w{=3}

EDIT: And, since I didn't answer your question, yes, I wish all chain mail would end. #ab{>_<}

Try out my game, Mary's Magical Adventure!

This is a pretty awesome program; I wish it had a "load block" button for blocks made using Blockreator in case a person wants to later modify a block made using this. #w{=D}

Try out my game, Mary's Magical Adventure!

#thp{:>} I like the new current Paper Mario theme but I saw the header image is also Paper Mario-themed and says "SMW Central Creativity Convention 2015", which makes me think it'll revert back to the SMW castle theme soon.

This theme is pretty and a unexpected change, but when I checked my Edit Profile for the themes, there's only "SMW Central" and Menu Right/Left...will this Paper Mario theme become another theme or will it unfortunately revert back after CCC is over? #thp{T_T}}

Try out my game, Mary's Magical Adventure!

Originally posted by Xyspade
This actually reminds me of a point that I've been wanting to bring up but have been putting it off. Why take the time and hard work to design these themes just for use for a few weeks?
Yes, exactly my point.
Originally posted by Xyspade
I think I speak for most of us when I say we're getting a bit sick of the default castle theme.
This too; I see the CSS for this theme is smw.css, which makes em wish I understood GreaseMonkey or something...having a userscript that brought this theme back at will (until SMW Central changed the CSS code too much) would be great; I think I'll back up this CSS and images.

Still, it's a pretty theme, taking advantage of gradients and a nice blend of colors.

Try out my game, Mary's Magical Adventure!

Originally posted by dax
This scheme takes pretty heavy HTML changes as well. smw.css + images won't be enough to bring it back.
Aw...
Originally posted by dax
I've been thinking of bringing back this style of theme using userstyles before so I could publish a template once I'm done with my first old-style theme (probably yi).
You mean in our profiles we'd be able to link to a CSS stylesheet, that, if selected, would "replace" the style smw.css specifies?

Try out my game, Mary's Magical Adventure!

After reading about SMW hacking, I've decided I should return to it after years of not doing it. I downloaded SMW's ROM and checked to mae sure it was clean here, which said it was clean but headerless. I allowed it to add the header then re-checked it and it was said to be a clean SMW USA ROM.

I then downloaded Lunar Magic's latest version, knowing I had to expand the ROM before I could do anything else with it and Lunar Magic does that. However, for some reason, it considers the ROM locked or something despite it being unedited!

What should I do to make Lunar Magic open the ROM so I can begin editing it? Recover Lunar Magic crashes when it is used on this ROM.

Try out my game, Mary's Magical Adventure!

Oh, I thought the web-based one would work the same way. I still have the original ROM download so I'll just use ROMclean.

EDIT: It worked! Thanks, telinc1!

Try out my game, Mary's Magical Adventure!

Oh, I just used ROMclean but it's good to know the web-based jsrromclean will work in the future. How long has jsrromclean been adding weird "headers" to ROMs?

Try out my game, Mary's Magical Adventure!

I've noticed the ROM map's addresses don't match what I find in a hex editor, like the "internal ROM name" takes me to an unrelated area unless I subtract $7E00 from the address on the map. However, after that address, I found things not matching up even when subtracting $7E00, like the default values in square brackets wouldn't match with what I see in my ROM.

There has to be values I have to subtract in different areas of the ROM, but I don't know what they are; Could someone tell me what I have to subtract from the ROM map addresses to get the corresponding bytes in the ROM file?

(I figure this is better than creating a new thread to ask this.)

Try out my game, Mary's Magical Adventure!

The Asar method seems like it'd be good; I'll try that. Good thing I reverted my ROM to before I was messing with the hex editor.

EDIT: Also, I did get a message about the layout problem and it has since been fixed.

Try out my game, Mary's Magical Adventure!


The Mario A/B/C text on the title screen uses the first four colors in the second palette row. As it's a layer 3 graphic, it only uses all of the colors but the first, which is transparency.

The second white is the text's inner color and the second black color is the outline.

Try out my game, Mary's Magical Adventure!

As it's okay to do this, I'll show off the only ripped graphics I've submitted here that I'd be okay with showing off! I noticed SMW Central had 0 Doraemon game tileset rips, so I ripped one from the first Super Famicom Doraemon game, even if the tilesets in that game aren't as good-looking as the later games; I'll just say the shading just doesn't look right and get to showing it off!
Doraemon: Nobita to Yousei no Kuni - Sand Pit Dungeon

It looks pretty dark and unfitting in Super Mario World, but then again, most graphics clash with its bright, cartoony graphics.

Try out my game, Mary's Magical Adventure!

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Xane123's Profile - Posts by Xane123

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