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Ask anything about SMW Hacking [V.2.0]

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But if I modify the transparent level tile, it don`t work. If I modify the other that you circled, the transparent modify too, getting identical to the other. I`m confused...#w{O.O}

if a block doesn't have GFX, then how do i add one?
I cunfuused


And how do I get a layout #w{=3}
i don't get nothin when i buy me some cheese :D
I think you have to be more specific with your question.

About the layout:
http://www.smwcentral.net/?p=thread&id=26733

1-

Make your ExGFX, insert it and create your Map16Page (chose the 8x8 tiles, the palette and right click on the same tile that your custom block is)
Ahn, i will repeat my question:
Can I put more than 3 Yoshi`s houses with different colors in my OW?

Originally posted by  DSC
Oh, thanks.#w{:>}


I have two Yoshi´s houses in my OW, and I wonder if you can change the colors of one without affecting the other.

well are they both on the overworld? or is one like on yoshi's island or something
i don't get nothin when i buy me some cheese :D
Copy the tile to a space you don't need in YY-CHR and colour it diffrently (GFX1E or 1F).
Originally posted by undefinied3


Make your ExGFX, insert it and create your Map16Page block is)


How do I do this? i'm just a beginner when it comes to adding blocks and GFX
i don't get nothin when i buy me some cheese :D
Create custom graphics in YY-CHR and insert as ExGFX.
I already resolved my yoshi`s house problem, but thanks!

Another question: it is possible to make an custom powerup without affect the other ones?

Yes, but you will need to use a patch or some FreeRAM for check the byte.
i inserted a custom background, and used the sample level to copy the background from, and it looks fine in LM, but it's horribly glitched up in zsnes. what happened ?
Did you save in lunar magic? Did you load a state in Zsnes? did you press F9 to save the map16?
heh, it was just a case of saving the page with F9 #w{:s}
so the graphics work, but the palette isn't working, i imported the custom palette and enabled custom paletets for that level, but again, it look correct in LM but not ZSNES.
Originally posted by everest700
Create custom graphics in YY-CHR and insert as ExGFX.

ok but when i do that where do the graphics go and how do i use them.
i don't get nothin when i buy me some cheese :D
Click the blue mushroom in Lunar Magic, place the ExGFX in the ExGraphics folder, name it ExGFX80.bin . Then press the yellow mushroom, click the red poison mushroom then put it in a slot (BG2 or 3) then make some Map16 then press F9 to save.
What exactly is wrong with changing the transparency to a color other than black? It doesn't seem to show up in the game anyway (and why would it? That's the point of a transparency!), so why couldn't it be set to, say, hot pink? I'm asking because of the NPC sprite. It normally uses one entire palette, all 16 colors, to determine from which level it will display a message, but...there are certain levels where I need to use the NPC but don't have any palettes that aren't already being used. Or, at least, if some of them are free to use in one level, that doesn't mean those same palettes will be free in another level, and I don't want to have to insert the sprite 12 times (once for each palette, minus 0, 1, 8, and F, which the NPC itself uses). So why can't I just use the transparencies of each palette?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
oh by the way, it's level c7 and it's used in the title screen, does that make a difference for custom palettes ?
Originally posted by pkhaxor
oh by the way, it's level c7 and it's used in the title screen, does that make a difference for custom palettes ?

Yes.

Originally posted by LM help file which everyone should read at least once
If you have a custom palette for the intro level (0xC7), you should be aware that the game overwrites Palette 0 Colors 8-15 and Palette 1 Colors 8-15 with the colors used in the Mario World title screen. But Lunar Magic only loads these colors for editing if level 0xC7 does NOT use a custom palette! To edit the title screen colors after you've already switched to a custom palette for this level, a possible work-around is to save a copy of the original level from another ROM to a MWL file. Then go back to your current ROM and load the MWL file to temporarily access those colors. When you've finished editing the colors, simply save the RGBs without saving the MWL file you loaded.

My YouTube channel
Get the official ASMT resource pack here!

I have a custom yoshi coin that reappears when you go through a reset door or when you come back to the room later, meaning the player could obtain an infinite amount of yoshi coins. Is there any way to make it collectable once and only reset when you restart the level?
Edit: My postcount went up by 1!
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