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Custom Keyhole Graphic Palette
Forum Index - SMW Hacking - SMW Hacking Help - Graphics & Related Topics - Custom Keyhole Graphic Palette
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So I have an odd problem -

I created a level for my upcoming hack in which the gimmick of the level is a naked koopa sends you on a quest to retrieve his missing shell.

The shell is actually a Key, and the Koopa is actually a keyhole, so when you get the "shell" and deliver it to the "Koopa", it triggers the keyhole exit.

Two problems I'm having.

1. Because the keyhole is a half block in YYCHR and not a full tile like a koopa, I could only draw half (I chose the head) and left me to draw the other half and insert it as a blank space behind the koopa. This works fairly well, with just a small notice in the way the two line up since the keyhole is a sprite and the back of the koopa is an object. The only real problem is when you trigger the exit, it leaves the back of the koopa behind. It's a small detail, but if anyone has an idea to have the keyhole take the back of the koopa with Mario (other than making it a sprite, unless I can make a sprite that Mario cannot interact with at all that's stationary to sit behind the Keyhole).

2. The palette for the Keyhole doesn't seem to want to be correct. In YYCHR, I matched the palette of all other items on the file, and even imported the palette from LM for the level to check. In LM, the sprite looks 'mostly' correct, with a small difference between the Koopa's head and the Koopa's body, but hardly noticeable.

I've included pictures for reference.

Does anyone have any solutions to either of these? I'm stumped and would really like it to look a little more solid.
Why not just make the keyhole blank and have the entire koopa as a block that just sits behind the keyhole like you currently have it.
Because I'm not smart haha. That would make perfect sense and would have been much simpler! Thank you!
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