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Originally posted by tmercswims
Now you have to manually insert them. Once again,
Originally posted by The Spritetool Readme
If everything goes okay when you run the program, you will see a message saying "sprites inserted successfully". The sprites are now inside your ROM, and now it's time to use them. The custom sprites can be inserted with Lunar Magic. To do so, make sure Lunar Magic is in sprite mode. Hit INS to bring up the "Add Sprite Manual" dialog. In the "command" field enter the number of the custom sprite (with the example sprites.txt, 11 if we wanted a birdo, 1A if we wanted a Venus Fire Trap, etc). In the "extra info" field, enter the value 2 or 3 (see below on when to use each value). Do whatever you'd like with the remaining fields and hit ok. In Lunar Magic, the custom sprite will not look any different than the regualr sprite of the same number. For this reason it is useful to view the sprite data, which is easily found in the Lunar Magic menu (View > Sprite Data). X2 or X3 on the top row will indicate a custom sprite.

So what's the difference between the values 2 and 3 in the "extra info" field? Open the .asm file of the sprite (this is just a text file). Near the begining there will be a line reading "Uses first extra bit". For sprites that say "NO", you should always use the value of 2. For sprites that say "YES", there will be a description of a behavior that will be present if the first extra bit is set. You should use the value of 3 if you want this behavior, and 2 if you don't.


Please next time read the readme first.

I was having problems understanding what it meant though... i did read it but couldn't quite understand...
Also, I insert it properly, and it is looking messed up when i play... why is this?

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So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


First, it should look messed up in Lunar Magic, unless it uses graphics that are already in the game. If it still looks messed up while playing, then you need to supply graphics for the sprite to use.

You have to insert the graphics for the sprite as ExGFX and then point the Super GFX Bypass to the GFX file that you inserted in the correct sprite (SP#) slot.
If you used a sprite from the Sprites section, then it should come with graphics. If it is one that came with Spritetool, then there is a directory in the tool folder called "Tilesets" which contains a bunch of *.bin files that have names which specify what sprites they cover and what SP# to put them in. Copy the *.bin to your hack's directory in a folder called "ExGraphics" (no quotes) and rename the *.bin to "ExGFX##" (no quotes) where "##" is a number (in hex) from 80 to FF.

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Your layout has been removed.
um hi i am new at rom hacking so could some one tell me how to have a secret ending linked up to a secret level?#w{:s}
Originally posted by cder3
um hi i am new at rom hacking so could some one tell me how to have a secret ending linked up to a secret level?#w{:s}

edit the overworld.
Not sure? Go on Youtube and search for Overworld Editing by somebody named Chainfire9001. He has a good tutorial.

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So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


I need help with something. I'm making a Space-themed level for ASMWCP2. Because we can't use rips, I have to *gasp* make my own graphics...Bottom line: MY GRAPHICS SUCK! Does anyone know where I can find a good spriting tutorial?

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by tmercswims
First, it should look messed up in Lunar Magic, unless it uses graphics that are already in the game. If it still looks messed up while playing, then you need to supply graphics for the sprite to use.

You have to insert the graphics for the sprite as ExGFX and then point the Super GFX Bypass to the GFX file that you inserted in the correct sprite (SP#) slot.
If you used a sprite from the Sprites section, then it should come with graphics. If it is one that came with Spritetool, then there is a directory in the tool folder called "Tilesets" which contains a bunch of *.bin files that have names which specify what sprites they cover and what SP# to put them in. Copy the *.bin to your hack's directory in a folder called "ExGraphics" (no quotes) and rename the *.bin to "ExGFX##" (no quotes) where "##" is a number (in hex) from 80 to FF.

can it be any number?
Also, do I have to click the mushroom that says "Insert ExGFX to ROM"?
if so, do I have to extract the originals first?

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So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


Ah I should have clarified:
-It can be any number from 80-FF.
-There are no original ExGFX. They are extra graphics, that you provide.
-If you click the blue mushroom, it will give an error that no ExGFX are present in the ROM. But it will also create the "ExGraphics" directory for you.
-After the ExGFX##.bin is in the right place, press the yellow mushroom to insert it into the ROM. But it isn't being implemented yet. That's when you do the Super GFX Bypass thing (red poison mushroom).

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Your layout has been removed.
Originally posted by tmercswims
Ah I should have clarified:
-It can be any number from 80-FF.
-There are no original ExGFX. They are extra graphics, that you provide.
-If you click the blue mushroom, it will give an error that no ExGFX are present in the ROM. But it will also create the "ExGraphics" directory for you.
-After the ExGFX##.bin is in the right place, press the yellow mushroom to insert it into the ROM. But it isn't being implemented yet. That's when you do the Super GFX Bypass thing (red poison mushroom).

Thanks. Got it working.

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So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


Can someone look at this code and tell me whats wrong with it?
http://bin.smwcentral.net/44601/coin.asm
its ment to be a coin, that can ALSO be collected if a shell is thrown at it..

I only seem to have trouble with the simpler things in ASM :<

Thanks

Looks like it only executes the code if Mario stands inside the coin so I'd suggest you change
Code
JMP ShellH : JMP ShellH : JMP ShellH : JMP return : JMP return : JMP return : JMP return

to
Code
JMP ShellH : JMP ShellH : JMP ShellH : JMP ShellH : JMP ShellH : JMP return : JMP return


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Yoshiegg Powerup Expansion
It's a patch about getting powerups other than a mushroom from Yoshieggs...
It's currently fully functional, but I'm still taking suggestions and want to fix any possible bugs...


  • You set the Mario offsets to ShellV and ShellH, while leaving the sprite offsets pointing to RTL. Restore the Mario offsets to the original values and edit the two offsets after that.
  • You execute the Main code even when the sprite isn't 04 through 07. Try JMP Return instead.
  • You're checking for sprite status 09. I think you want 0A.
  • You're making it solid if the sprite status is wrong. Why?
  • You're using various Mario-related RAM addresses instead of the sprite addresses. Use this.

(Ninja'd by majora, but he only found one of those bugs.)

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<blm> zsnes users are the flatearthers of emulation
How do you change what the save files on the title screen say?

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
You'll be needing to use this tool in order to do that.
Question:
Is it possible to have a Vertical level as the title screen level?
If by title screen level you mean the level that plays behind the file select screen, sure. It's level C7, you can mess with as long as you record new Mario moves to fit the new level.

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Your layout has been removed.
How do you make/use Layer 3 BGs?

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Hey guys, I do not know how to insert a custom BG. I have watched a tutroial before but now I cannot find it... So if someone could please inform me on this, that would be great :D Thanks!

Originally posted by camoslash
Hey guys, I do not know how to insert a custom BG. I have watched a tutroial before but now I cannot find it... So if someone could please inform me on this, that would be great :D Thanks!


It's okay, BGs tend to be really aggrivating. First you insert the ExGFX as usual, then you copy the Map16 page into your hack's folder, insert the Map16 page on a page numbered 42 or higher, and thats it! (I'm assuming you know how to use the sample level...) Have fun!

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Thanks a lot! I also forgot to ask how do I insert a custom FG, how do I?

Originally posted by DarkBones
How do you make/use Layer 3 BGs?

Terra Stripe
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