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Ask anything about SMW Hacking [V.2.0]

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Originally posted by zimmertr
I can't seem to find a cloud graphic anywhere... Anyone have any ideas where i can find one?

Well I found this on the site, but I wasn't sure what you meant. Did you want something to replace the cloud platform in SMW? In which case you could use the cloud found in this sprite sheet (Next to the throne).
I was Going thru all.. well I have sooo many SMW hacks and I came across one called OMG mario hack.. Is it meant to be joke because it starts at the little intro screen, you can move freely but you cant really go anywhere out of the screen, its like it starts you all boxed in. Anybody know what this is?
I'm not familiar with that ROM hack. Sorry. Perhaps it is a joke as it seems you're not supposed to anything.

Anyways, I was looking through the ROM map and I found this value:
1218B - Yoshi's fireball palette/GFX page
I looked at it in Translhextion and it has the value 35. How do I convert the palette/GFX page of a sprite into hex so I can change this value?
Edit: My postcount went up by 1!
That's the YXPPCCCT of Yoshi's Fireball GoldPooka. (which i believe you don't want)

Unless you do want to change the palette of it. in that case...
	x being the first digit of the hex number

x0 - Palette 8 (Page 1) x1 - Palette 8 (Page 2)
x1 - Palette 9 (Page 1) x3 - Palette 9 (Page 2)
x4 - Palette A (Page 1) x5 - Palette A (Page 2)
x6 - Palette B (Page 1) x7 - Palette B (Page 2)
x8 - Palette C (Page 1) x9 - Palette C (Page 2)
xA - Palette D (Page 1) xB - Palette D (Page 2)
xC - Palette E (Page 1) xD - Palette E (Page 2)
xE - Palette F (Page 1) xF - Palette F (Page 2)
I change my layout every 4-5 months
Much obliged, Ramp; exactly what I needed.

Edit: Also, what is the echo command for songs?
Edit: My postcount went up by 1!
Hi there! One of my ports was rejected, and suggested I used "label looping." What does that mean?
It's hard to explain, so here's an example:

abcdefg
c4g4f4
abcdefg
abcdefg

(1)[abcdefg]
c4g4f4
(1)2

The syntax is (#)[notes]. Then, if you want to call the notes later on, just use the label (#). There's no limit to how many label loops you can use.

Note: You NEED to use the brackets the first time. Afterwards, though, you can go without them.
Edit: My postcount went up by 1!
Cool, thanks. So I don't have to put any number after the (1)[abcdefg], I can just select the section of music?
What do you mean? After (1)[abcdefg], all you have to do is place (1) anywhere into the song to play abcdefg. You can also put a number after (1) to make it repeat. So (1)3 would play abcdefg 3 times.
Edit: My postcount went up by 1!
I meant place a number after the [abcdefg] as if I would if I was looping it without labales - abcdefgabcdefg to [abcdefg]2. But from your answer, I am gathering that I don't need to place a number there.
Thank-you
I think he means what if he puts a number after the (#)[notes]# when you first call it. Well, it it'll only count what's in the [] for label looping. heres a example

Without label looping

#3

o3
[a+8c8f2^8g32g32r1]4
[r1]4
[a+8c8f2^8g32g32r1]3
g32a8b1f16r2.
[a+8c8f2^8g32g32r1]7

With Label looping

#3

o3
(1)[a+8c8f2^8g32g32r1]4
[r1]4
(1)3
g32a8b1f16r2.
(1)7
I change my layout every 4-5 months
So what you're saying is that if I put (1)[abcdefg]4, then I put (1), it won't play abcdefg four times?
Thank-you
nope, it only counts whatever is in the square brackets once than it doesn't care what the number is after it.
I change my layout every 4-5 months
On another music related question, is there any possible way to create a tie effect going into, or leaving a set of triplets?

If you were to enter:

"{d16^16c16}^8"

for example, it throws off the rhythm, reading it instead as something like:

"{d8}c16^8"

which obviously doesn't help.
If the answer is, that it is simply impossible, then could someone help me at least figure out how to get it to sound similar without changing the rhythm?
Originally posted by imamelia
Originally posted by Zeldara109
Does anyone know a way I could make tiles 16A-16D always act like switch palace blocks, regardless of tileset? (I currently don't know a way to use ! blocks in levels with layer 3 ghost house mist...)

It's the tileset that is the problem, not the mist. Try messing with the 16-byte table at $00A625; changing every 01 or 02 to a 00 should do it.

Do you mind explaining what that table does? It's not in the ROM map, and not explained in all.log either (unless there's a newer version of all.log that I don't know about)... I'd prefer to know what it actually is I'm changing.

(Also yes I know it's the tileset, not the mist-- my point is that a ghost house tileset is needed for layer 3 mist (well, there's probably a way to use layer 3 mist in other tilesets, but I don't know the details), but then the switch palace blocks won't act as they normally do. By extension, I don't know a way to use switch palace blocks with layer 3 mist.)

Edit: Wait, that table has something to do with the tilesets themselves, right? I just noticed that the 01s and 02s line up with tilesets 4, 5, and D (that is, the three tilesets where the switch blocks don't function correctly)...


Also, a different question-- does anyone know how I could change which palette(s) the player sprite uses (like the palette editing option in Tweaker)? I've changed the player graphics in a hack, and the new player graphics fit in the default palette B. (And I'd prefer to avoid modifying the first half of palette 8 since that would affect a large number of other sprites.)

–=–=–=–=–=–=–
Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Alright, I'm back, and my port was rejected again #w{:<}. This time I was suggested to use ADSR to edit one of my instruments. Is this the thing I see in people's .txts that have $## (# being a number)? Thank-you for all the help so far!

No, it's not the same port as before.
I can't figure out how to get rid of level numbers on the pipes in the overworld.

http://www.youtube.com/watch?v=RsYwsHELC-I


Reply to me on SMWcentral, Thank You
I've answered this here.
I'm sure this has been answered before, and i could find it quite easily, but how do you create paths between levels on your overworld that change to dirt as you beat the level? If that doesn't make sense.. I'm talking about the level progression thing..







Also: I asked this question before, but i think it was interpreted differently than i meant and i didn't really get the right answer lol.
I want to make part of my overworld take place in the sky, on clouds like in Super Mario Bros. 3 World 5, Part 2. Here is a video of what i mean.

Watch the first 4 seconds to understand: http://www.youtube.com/watch?v=wBKks9LbkSk

I want those clouds to use in my overworld, does anyone know where i can get them?
@zimmertr

I know there's a tutorial for it on YouTube somewhere - that's where I learned, but I'll give you the condensed version.

How to make events:

1) Open up the OW editor (obviously)

2) Click the hill with the star on it

3) First thing to do is delete the original events:
-Hold PageUp until you see at the bottom of the window "Already at
end (Event 0x77)"
-Drag the cursor over the entire OW and delete all the events
-Hold PageDown until you see at the bottom of the window "Already
at start (Event 0x0)". Now we can begin making our own events

4) I assume you already set up a level to activate the event. If not,
quickly click the ghost house, select the level tile, then click
the yellow button. The rest should be self explanatory

5) Make sure you're editing the right event. Use PageUp and PageDown
to change which event you want to edit. If you look at the bottom,
you'll notice it says "Event 0xY", where "Y" is the event number

6) To place down an event tile, click on the path tile button next to
the big blue switch to open the Event Tile Selector. Scroll through
the tiles using just the regular arrow keys. Keep scrolling down,
(Past all the empty tiles) and you'll start to see some path tiles.
Simply pick one up and place it down. Place them in the order you
want them to appear. You can see the event step-by-step using the
home and end keys.

Phew. That took a long time. I hope you can understand this, because I'm not too good at explaining. If you're stuck, find a tutorial on YouTube.

As for the second question, I remember this. Well, you may just have to rip it yourself since it doesn't seem SMWC has some. Just look for an ExGFX tutorial and you should be fine.

Okay, now I can FINALLY get to my questions:

1)What is the N-SPC echo command for songs?
2)How do you write a RATS tag?
Edit: My postcount went up by 1!
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