Language…
5 users online: 1392year, Isikoro, its_4life, LiamPack, Magikey - Guests: 231 - Bots: 77
Users: 70,564 (2,466 active)
Latest user: Mondongo157

Ask anything about SMW Hacking [V.2.0]

Link Thread Closed
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 246
  • 247
  • 248
@ zaffenmike: First you have to choose the patch and then you have to choose the rom. Here's a short tutorial that explains the metod (I didn't made it):

<object width="445" height="364"><param name="movie" value="http://www.youtube.com/v/7xUxqNDnJA4&hl=en&fs=1&color1=0x2b405b&color2=0x6b8ab6&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/7xUxqNDnJA4&hl=en&fs=1&color1=0x2b405b&color2=0x6b8ab6&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"></embed></object>
ok thanks a bunch
@Iceolated Snowshi Egg: Thanks a lot for the new IPS patch. It fixed all my problems, but I have to redo the hack. :(
Hey guys, I'm new to the SMW hacking world, and I think I may have a slight problem. I'm editing the very first level and I've placed Boos and Thwomps in the level, however they look like jumbled up sprites. Are they supposed to look like that? If not, can someone tell me how to get the graphics for them? Thank you for your time :)
ACRaven: If you're referring to level 105, then the Boos and Thwomps look all weird because you don't have the right sprite tileset. Super Mario World cannot handle all the graphics it uses at the same time, so it breaks them up into tilesets, which are basically groups of certain sprites or objects that go together. (For example, all the castle graphics are together in one object or sprite tileset.)

Click on the purple poison mushroom at the top of the screen. There will be two lists of graphics there, one for objects and one for sprites. If you haven't changed anything major in level 105, the sprite graphic list should say something like "8: SP1=00, SP2=01, SP3=13, SP4=20 (Banzai Bill)". Sprite tileset 8 does not contain the graphics for Boos or Bullet Bills, so that's why they look like that. You'll never be able to get both the Boos and the Thwomps to look right no matter how much you fool around with sprite tilesets here...the Boos are in sprite tileset 7 (ghost house), and the Thwomps are in tileset 1 (castle). However, there is another way. Close out the tileset window, and then click on the red poison mushroom farther to the right. This is the "Super GFX Bypass" button. Fortunately, the Boos and Thwomps use different slots, so you can put them together. Simply check the box at the top, and the lists here should now be available to edit. Go to the sprite graphic lists, and set list SP3 to 12 and SP4 to 11. Thwomps use SP3 and Boos use SP4, so with the proper tileset manipulation, you can place them together in a level.

I hope this was clear enough. I remember not knowing how to mix sprite tilesets just a short time ago, although in my case, I was trying to put Para-Goombas and net Koopas in the same level. The hard part is the object tileset mixing...I still don't really know how to do that efficiently.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Thank you, Amelia! I thank you for the help :)But it was the Green Mushroom you were reffering too ;) Still, this majorly helped!
I need some help please.

To change the music of title screen I need to "change the byte to 0x018C7" but how Can I change that? It's with hex editor?

Sorry again.
1. Open your hack with Translhextion.
2. Press Ctrl+G, enter x018C7 and click on OK.
3. Enter the number of the song you want to use (only overworld music can be used!) and save.

Hey guys. I have another question. How do I change the color of the background? I've been messing around with it and can't seem to be able to keep the changes I make as far as color goes.

Also, how do I change the background altogether? For example, changing an outside background to a castle background. Thank you for your time :)
@ BluJay175: If you saved a copy of the hack before applying that patch, you can save the levels and load them in the patched hack.

@ ACRaven: If you want to edit the palette only for a level, go to that level, click to "Level" and then to "Enable Custom Palette". If the custom palette is enabled, to save your edits, just press "ok". If the custom palette is disabled you have to press first "Save RGBs to ROM" and then "ok".
hi!

is there any thing like this?: Fast vertical scroll. forces vertical scroll going upwards.

thanks
No this is imposible
okay last thing could anyone recomend me a patch to use when i look here i only find ones that make it easier
I recomend this patch (IPS) NSMB Mario Graphics Patch
thank you
Originally posted by ACRaven
Thank you, Amelia! I thank you for the help :)But it was the Green Mushroom you were reffering too ;) Still, this majorly helped!


Well, I've always used the red mushroom, but the green one works too.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
I just have a question, how do you know what numbers to input on the GFX bypass list for the sprites? I'm not sure if it is the number given when you hover your mouse over the sprite (it gives you a number at the end of the little description), or the tileset or another number.
When using ExGFX how many Ex graphics can you have in a hack. Is it limited to how many Map16 pages there are?
BluJay175: The number to input is the number of the GFX file containing the graphics for that sprite. I already mentioned something related to this earlier in this thread. There is a document that shows exactly what graphics are in each GFX file on this site somewhere, and if you have YY-CHR, you can open each graphics file to see what it contains. For example, the Spiny's graphics are in GFX02 (I think).

kingboo47: Well, sort of. It's limited by how much empty space you have in those Map16 pages. Some Map16 pages you load take up more space than others (for example, the Yoshi's Island cave ExGFX takes up a whole page, but the Super Mario Bros. underwater graphics file only takes up about 15 tiles). Some ExGFX files don't even come with Map16 pages to load, so you have to create them yourself. This is done by loading the ExGFX file with the Super GFX Bypass and then using the 8x8 tile editor to create new 16x16 tiles. I've done this, and I can tell you that it is a major pain in the butt, but it does let you choose exactly where you want each 16x16 tile to go.

I might not have made these entirely clear. Either of you can PM me if you have any questions.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Thanks, Amelia. That helped a lot for that problem. I just have once again another question, how do you insert custom sprites or blocks found on the website? Thanks in return.
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 246
  • 247
  • 248
Link Thread Closed