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Ask anything about SMW Hacking [V.2.0]

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Plasma: I'd recommend toning down the palette a bit. Right now, it looks far too bright. Maybe you could also make smoother gradients between the red, orange, and yellow.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
OK. For my hack, I wanted to change what palette the mega mole uses, but I have no luck. I want to change it from it's current palette (8), to a different palette (B). I tryed to use the tweaker tool, but it didn't work. Can anyone help me?
Why do you want BLUE moles? Just asking.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Aren't there some hacks that feature YI Blarggs in place of SMW Blarggs? I swear I have seen this done before. Can someone point me in the right direction?

Originally posted by GOP1994GOP
OK. For my hack, I wanted to change what palette the mega mole uses, but I have no luck. I want to change it from it's current palette (8), to a different palette (B). I tryed to use the tweaker tool, but it didn't work. Can anyone help me?

Originally posted by ROM Map

18A82 $03:8882 1 byte Sprite tilemap related Palette to use for Mega Mole


[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Does anyone know which line(s) in the Pallete Editor correspond the the Layer 3 rocks?
@Treehouse of Horror: I want blue moles since I replaced the graphics with Sonics graphics.

@Halloween Candy: Thanks for the help! :)
Originally posted by Plasma
Does anyone know which line(s) in the Pallete Editor correspond the the Layer 3 rocks?


That would be the second line (palette #01). Oh, and just in case you are wondering, the colors used by the Layer 3 effect you mentioned are colors 12, 13, 16, and 17.
I'm sure this has been asked already but 200+ pages is a lot to go through.

Right now I'm trying to completely re-do mario to effectively make him a different character.

I've gone through/figured out some basic things with Lunar magic and YY-CHR, and I've already created something in YY-CHR I want to use for his standing still/facing right or left sprite. What I don't know is how to replace it.

Do I need to paste this sprite on top of the existing sprite in AllGFX.bin? Do I need to insert this as ExGFX?

Another question, is size of mario's sprite specifically limited based on what he already is given in AllGFX.bin? As in, am I limited in a number of lines/squares he can occupy? The same question goes for enemies as well.

An example: If my sprite for small mario is a line taller or shorter than what he usually is, will it work and will his hitbox be messed up?

Thanks in advance.
I don't know if anyone's noticed this, but if you put two level tiles on the corresponding spaces on the main map & submaps then they share the same tile reveal settings, regardless of level data.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
I'm having a problem with secondary entrances.

Yeah, i fail miserably at Secondary entrances.

i just lurk sometimes
ayjis, you'd want Smallhacker's Mario tilemap editor in the Tools section, I presume.

Phantasm, try giving us the info in LM.

World Community Grid: Thread | Team
 
According to Smallhacker, the problem is caused by a sprite/block that makes Mario's speed too fast.
The problem is "What sprite/block is?"
My candidate is the moving block
i just lurk sometimes
ayjis: If you're not using Mario's default graphics at all, then you should just copy and paste your new graphics over the corresponding frame in AllGFX.bin. (Don't forget that if you're editing certain files, like GFX32, you'll need to use AllGFX.bin and not the individual graphics files.) So no, you don't need to insert the new graphics as ExGFX. (In fact, you couldn't anyway; GFX32 is a "special" graphics file that contains much more data than the normal graphics files.)

Electron: Sorry, I can't really help much. I have no idea what the problem could be. Maybe you have the secondary entrance too close to a screen border or something? I don't know...

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I have a small question, but of extremely importance to my hack, is there some way to change a level number when other level is passed?



Like /Everlude
Follow @Ludus.Art

Just curious, but is it possible to change the game over screen music to something like, "GAME OVER YEAH!"?
Originally posted by klonoa87
Just curious, but is it possible to change the game over screen music to something like, "GAME OVER YEAH!"?


I think so. Check this for more information.


So the image to the left is what Mario is supposed to look like on the overworld, right? And yet, as I progress on the map, I notice Mario slowly drifting upwards in relation to the level tiles, until it looks absolutely ridiculous. Anyone know what's causing this?

Of lesser importance... is there any way to keep beating level 18 from activating the "Bowser's Valley Revealed" music? I know I could just skip over that level, it'd just mess with how I'm organizing things, and it seems like a weird thing to be totally hardcoded.


Originally posted by GRIM, THE LORD OF DEATH
I have a small question, but of extremely importance to my hack, is there some way to change a level number when other level is passed?

Not really, that I know of, but you could probably get the same effect from using the Event-based Teleport block in the Custom Blocks section.

+ 128 Marios
No clue about the first one...

silent events/ special music events. In overworld options in the Overworld editor.
I've learned the collective intelligence of the human race amounts to roughly that of a bar of soap.
In other news, why am I here.
In the OMFG Base set the bottom-right corner of the coins (8x8 Tile 1FF) have a strange line on them. Is there a way to fix it? It appears as though the bottom row of pixels in the file is reserved for colour 4 in the pallette and no other colours can go there.
Also with this same set I can't do the Background because the supplied ExGFX arrangements produce garbage tiles and there's only one ExGFX file.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
I origionally asked this in the noob hacking fourm, but the fourm was archived. First, is there an asm patch for adding smb physics to smw, or do i have to do it myself? also, is it impossible to add said physics into sma4?
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