TABLE OF CONTENTS
1) Introduction
2) Requirements
3) Making the goal gate
4) Making the animation
5) Tips and technical fixes
1) introduction.
This tutorial, will teach you how to easily create a SMB3 stile goal without using too many external tools, it's fast and easy, all you have to do is follow some simple steps. Notice I didn't say "SMB3 goal" I said "SMB3 stile goal" which means it will look like a SMB3 goal but it won't act like one, it won't give you any item card or extra lives like in SMB3.
2) Requirements
To make a SMB3 style goal you will need the following tools and knowledge:
-Lunar Magic
-Map16 knowledge
-8x8 Graphics editor knowledge
-ExGFX knowledge
-YY-CHR
-Tweaker
-Any hex editor (optional)
3) Making the goal gate
3.1) Making the black part
As you know, the SMB3 goal is a black background with triangles on its border, well, that's not verry hard to make.
First of all: open any level in lunar magic and change it's FG/BG GFX to normal, then open the 8x8 Graphics editor window and search for tile number 196 and copy paste it into tile B (X next to the bill top bill cannon tile) like this:
Now you've done this, edit this tile by coloring in black (color2) any non transparent pixel.
Once you've done that open the 16x16 tile map editor window, and make these two blocks with the tile you just edited and tile FA (black tile):
This is for the triangles.
This one is the black tile.
Note: make sure those tiles act like tile 25 so the player can go through them
Then open the "add objects" window and use those 16x16 tiles to create the black background of the goal post.
3.2)Making the square
Well now you have the black background with the triangles in the side, but your SMB3 stile goal is not finished yet, you still need to make the square where your goal point will be located.
To make this square open the 8x8 Graphics editor window again and edit tile number 99 (corner), 8B (top part) and 9B (side part) by coloring any transparent pixel (color 0) in black (color 2):
WARNING: Editing these graphics will kill the net doors. If you are planning to use a net door in your hack then you should use ExGFX for this!!
Then open the 16x16 tile map editor window again and create the following tiles with the tiles you just edited and tile FA:
This one is for the corner; you will also need to make a y-flipped version an x-flipped version and a y+x-flipped version of it.
This one if for the side part, you will need an x-flipped version of it as well.
This one is for the bottom part; you will need a y-flipped version of it as well.
This is how it should look like.
Once you've done that just insert the tiles you've just created via the "add object" window, also, add a Goal point question sphere sprite in the middle of the square.
4) Making the animation
Now you have made the goal gate you will need some graphics that will suit your goal sphere. In SMB3 there the goal's graphics switched between a mushroom, a star and a fire flower, you can easily do this with exanimation.
First of all, you will need to make a palette that will contain the colors used by the fire flower, the star and the mushroom, I'd advise you to tweak the goal sphere so it uses palette F because a few sprites use that palette in the original game. Don't forget to enable a custom palette.
Color 2 (black) is used by the outline, colors 3, 4, and 5 (red palette) are used by the mushroom, colors 6 and 7 (orange palette) are used by the fire flower, colors 8 and 9 (green palette) are used by the fire flower's stem and color A (yellow) is used by the star.
Now, you will need to use ExGFX for the animation. Go to your graphics folder, copy the GFX00.bin file and copy-paste is into your ExGFX file (don't forget to rename it ExGFX##.bin where "##" stands for a hex number between 80 and FFF).
Once you've done that, open your new ExGFX file in YY-CHR and edit it so the mushroom, flower and star graphics are aligned (see the picture below), then edit those three sprites so they will use the colors you set.
Now, in lunar magic, open the "Super GFX bypass" window and replace the number for the "GFX file to extend animated tile area" setting by the number of your ExGFX file. Then all you have to do us to open the "Edit level extended animation frames" window and copy what you see in the image below.
5) Tips and technical fixes
Everything here is completely optional, but I'd advise you to do it anyway to make it look more professional:
-The music played by the ? sphere is not suitable for an ordinary normal exit, especially if all the exits in your hack will be like that, so I'd advise you to use a hex editor to change this.
-The ? sphere may activate a boss sequence, so make sure not to use these goals in a boss sequence level unless you want that boss sequence to activate.
This is all; I hope this tutorial will be useful to you, if you have any questions ask here.
1) Introduction
2) Requirements
3) Making the goal gate
4) Making the animation
5) Tips and technical fixes
1) introduction.
This tutorial, will teach you how to easily create a SMB3 stile goal without using too many external tools, it's fast and easy, all you have to do is follow some simple steps. Notice I didn't say "SMB3 goal" I said "SMB3 stile goal" which means it will look like a SMB3 goal but it won't act like one, it won't give you any item card or extra lives like in SMB3.
2) Requirements
To make a SMB3 style goal you will need the following tools and knowledge:
-Lunar Magic
-Map16 knowledge
-8x8 Graphics editor knowledge
-ExGFX knowledge
-YY-CHR
-Tweaker
-Any hex editor (optional)
3) Making the goal gate
3.1) Making the black part
As you know, the SMB3 goal is a black background with triangles on its border, well, that's not verry hard to make.
First of all: open any level in lunar magic and change it's FG/BG GFX to normal, then open the 8x8 Graphics editor window and search for tile number 196 and copy paste it into tile B (X next to the bill top bill cannon tile) like this:
Now you've done this, edit this tile by coloring in black (color2) any non transparent pixel.
Once you've done that open the 16x16 tile map editor window, and make these two blocks with the tile you just edited and tile FA (black tile):
This is for the triangles.
This one is the black tile.
Note: make sure those tiles act like tile 25 so the player can go through them
Then open the "add objects" window and use those 16x16 tiles to create the black background of the goal post.
3.2)Making the square
Well now you have the black background with the triangles in the side, but your SMB3 stile goal is not finished yet, you still need to make the square where your goal point will be located.
To make this square open the 8x8 Graphics editor window again and edit tile number 99 (corner), 8B (top part) and 9B (side part) by coloring any transparent pixel (color 0) in black (color 2):
WARNING: Editing these graphics will kill the net doors. If you are planning to use a net door in your hack then you should use ExGFX for this!!
Then open the 16x16 tile map editor window again and create the following tiles with the tiles you just edited and tile FA:
This one is for the corner; you will also need to make a y-flipped version an x-flipped version and a y+x-flipped version of it.
This one if for the side part, you will need an x-flipped version of it as well.
This one is for the bottom part; you will need a y-flipped version of it as well.
This is how it should look like.
Once you've done that just insert the tiles you've just created via the "add object" window, also, add a Goal point question sphere sprite in the middle of the square.
4) Making the animation
Now you have made the goal gate you will need some graphics that will suit your goal sphere. In SMB3 there the goal's graphics switched between a mushroom, a star and a fire flower, you can easily do this with exanimation.
First of all, you will need to make a palette that will contain the colors used by the fire flower, the star and the mushroom, I'd advise you to tweak the goal sphere so it uses palette F because a few sprites use that palette in the original game. Don't forget to enable a custom palette.
Color 2 (black) is used by the outline, colors 3, 4, and 5 (red palette) are used by the mushroom, colors 6 and 7 (orange palette) are used by the fire flower, colors 8 and 9 (green palette) are used by the fire flower's stem and color A (yellow) is used by the star.
Now, you will need to use ExGFX for the animation. Go to your graphics folder, copy the GFX00.bin file and copy-paste is into your ExGFX file (don't forget to rename it ExGFX##.bin where "##" stands for a hex number between 80 and FFF).
Once you've done that, open your new ExGFX file in YY-CHR and edit it so the mushroom, flower and star graphics are aligned (see the picture below), then edit those three sprites so they will use the colors you set.
Now, in lunar magic, open the "Super GFX bypass" window and replace the number for the "GFX file to extend animated tile area" setting by the number of your ExGFX file. Then all you have to do us to open the "Edit level extended animation frames" window and copy what you see in the image below.
5) Tips and technical fixes
Everything here is completely optional, but I'd advise you to do it anyway to make it look more professional:
-The music played by the ? sphere is not suitable for an ordinary normal exit, especially if all the exits in your hack will be like that, so I'd advise you to use a hex editor to change this.
-The ? sphere may activate a boss sequence, so make sure not to use these goals in a boss sequence level unless you want that boss sequence to activate.
This is all; I hope this tutorial will be useful to you, if you have any questions ask here.