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Sprite Map16 + Custom Sprite Lists

Originally posted by mrwannabe
This wont work for me...
i did the map 16 correctly
i did the custom sprite list correctly
but the sprites are still "X"'s




Did you make the scc file?
You skip a line by adding 16 to the y position.
That would be because the two numbers before your tile number show 0,0. THAT IS THE X AND Y position. You need to change them to get it working.
The relative positions, in pixels, from the origin (where you placed it.) 16,0 would put it one tile to the right. -16,0 one tile to the left. 32,-16 would put it two right and one down.(?) Change the values accordingly to where each tile needs to be placed.

This is really, really, not all that easy. I would advise just keeping the graphics as they are and just knowing that it's a telly.
When I put a description in the scc file, it is supposed to apear when I hover over the sprite in LM. Put it only works on some sprites. Why?
Make suer the formatting is all correct. SprNum, tab, 20, tab, description.
I cant go to page 24
your either using a older Lunar Magic or you didnt press Ctrl+Shift+PgDown


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Ok so I followed all of the directions, the Floro Cragniens have the right GFX in the level in lunar magic but when it comes to the list, it shows up as a Muth and is a Muth in-game.
Here's what I got in the ssc:

02 30 A Muth that will knock you back when it hits you.
02 22 0,0,410 16,0,411 0,-16,400 16,-16,401
03 20 A Floro Cragnien who has been leeched. It is currently under dark magic, only stars and 5 fireballs can damage it and break the curse.
03 22 0,0,412 0,-16,402

03 is Floro Cragnien obviously. I'm just confused why it shows right in lunar magic outside the custom sprite list thingy but when I go to it in the custom sprites list, shoose it, put it in the level, it shows up as a Muth and acts like one in-game. Any help?


Also is there anyway you can flip tiles? So that example the goonie, you can flip the wings because all of them point right, not left, so is there anyway you can flip them to use them on the other side of the goonie?



Check out my hack HERE!
Send the video for youtube for understand that thing,please!!
Originally posted by Roberto zampari
Send the video for youtube for understand that thing,please!!


Who are you even talking to...#w{O.O}
Me or Dinomar?



Check out my hack HERE!
I think he was asking Maxx for a video tutorial, or you, CDPower.
video tutorial would be awesome because i cant even get past step 9
While in the Lunar Magic 1.65, it worked just fine, my sprites that use extra bit 3 no longer display in Lunar Magic 1.70. It was necessary to have a second line that used 32 instead of 22.

Additionally, sprite MAP16 now starts at 8000, which requires subtraction of 8000 to get the same number.

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It works fine in LM 1.71!

Is there a way to fix inserted data in the MW2 file without deleting the whole thing and starting over?Super Mario World Hacks 101
Originally posted by Tails_155
Is there a way to fix inserted data in the MW2 file without deleting the whole thing and starting over?


Yes.... just open it up in a hex editor and edit away. It's in the same format as the level sprite data that you'd find in the game.
Yeah, I actually made my most recent .mw2 file in a hex editor. I use a simple pattern for all sprites:

00 (start of the file)
[89 70 xx 8D 70 xx]n, where xx is the sprite number and n is the total number of sprites inserted
FF (end of the file)

The second byte of each group of three bytes is always 70, the third byte is the sprite number, and the first byte varies depending on the extra bits. For extra bit setting 0, it would be 81; for extra bit setting 1, it would be 85; for extra bit setting 2, it would be 89; and for extra bit setting 3, it would be 8D.

So, if I were inserting sprites 00-05, the raw hex data would look like this:

00 89 70 00 8D 70 00 89 70 01 8D 70 01 89 70 02 8D 70 02 89 70 03 8D 70 03 89 70 04 8D 70 04 89 70 05 8D 70 05 FF

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I'm stupid to learn with text,I want a video!