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Tiny question. I was used to clicking the Lakitu head to change the sprite tilesets before my hiatus, but whenever I do that now, the new sprites still can't be selected, nor do the default tileset specific sprites change up to become all glitchy. What am I doing wrong here?

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Really incidental with hacking at the moment. Please don't request me things.

'Dreams are but another reality. Never forget...'
I believe, Lunar Magic hides sprites which are incompatible with the current sprite tileset. Check if #lm{hidegfx} is activate in deactive it.

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You can also call to me as MFG or Manuel but not Mario.
I know that. I just can't seem to change the tileset to someone else.

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Really incidental with hacking at the moment. Please don't request me things.

'Dreams are but another reality. Never forget...'
Originally posted by Wiimeiser
1. Has anyone actually fixed berries and the goal point in vertical levels?

2. Is 0x820 way too big for a single level? What's even the maximum limit?


1) I actually wrote a patch to do that a while back but never actually submitted it. It's there now, though.

2) Are you referring to the size LM prints in the status bar? If so, 0x820 isn't too bad. LM has no set limit as far as I know, aside from taking up a full bank (0x8000 bytes). I think that value contains all of the level's data though (including palettes, background, etc.) so it could probably go even higher than that by splitting the data over multiple banks.
(point is, you probably won't hit that limit)

Obviously if all your levels were that big, you wouldn't be able to fit as many in the ROM. But that's not really a limit you'll likely have to worry about.



Originally posted by Minuy600
Tiny question. I was used to clicking the Lakitu head to change the sprite tilesets before my hiatus, but whenever I do that now, the new sprites still can't be selected, nor do the default tileset specific sprites change up to become all glitchy. What am I doing wrong here?


#lm{gfxby} will change the currently loaded GFX set. If that isn't having any visible effect, take a look at the Super GFX bypass under #lm{sgfxby} and change the files there instead (the corresponding files and slots for each sprite are shown in the top left of the sprite window's previews).


Professional frame-by-frame time wizard.
YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
#lm{gfxby} will change the currently loaded GFX set. If that isn't having any visible effect, take a look at the Super GFX bypass under #lm{sgfxby} and change the files there instead (the corresponding files and slots for each sprite are shown in the top left of the sprite window's previews).


Okay, thank you. I forgot where to look because it's been a while since I have hacked. xD

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Really incidental with hacking at the moment. Please don't request me things.

'Dreams are but another reality. Never forget...'
I'll try the patch in a little bit. And yeah, the level is kind of an outlier in Map16 terms, it's a vertical level and it heavily uses custom blocks and Map16. On a slightly (un)related note, is there a custom block that destroys all offscreen sprites in memory that process offscreen? Because this will be useful for this one level.

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
So I was making a level with a layer 2 scroll range 5, and I made a platform that you should have been able to stand on, but for some reason whenever I try and jump on it, I get shot up into the celing. Here is a picture:
Originally posted by maxkm5st1
So I was making a level with a layer 2 scroll range 5, and I made a platform that you should have been able to stand on, but for some reason whenever I try and jump on it, I get shot up into the celing. Here is a picture: http://imgur.com/a/tf77w

Fixed: The link must belong between the tags if you haven't got any tags text.

Anyway, the problem lies that you enabled vertical scrolling in a level where layer 2's vertical scrolling rate is set to "none". Unless you build a level with a such mechanic in mind, you must disable vertical scrolling in this level.

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You can also call to me as MFG or Manuel but not Mario.


So,apparently,the level 103 isn't activating its normal exit neither its secret exit if you go to the switch palace path first.
What's wrong here that I can't see?

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My projects:



Complete Hacks:

When you beat the secret exit of a level, it activates the event the level is set to, plus 1. And once an event has been activated, it can't happen again.

So level 106 has event 1; if you activate the secret exit first, event 2 is activated, so the normal exit of 103 (which also is set to event 2) won't work anymore. Similarly, if you beat 102 (which has event 3), the secret exit of 103 (set to 2 + 1 = 3) won't work anymore either.


Professional frame-by-frame time wizard.
YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
So level 106 has event 1; if you activate the secret exit first, event 2 is activated, so the normal exit of 103 (which also is set to event 2) won't work anymore. Similarly, if you beat 102 (which has event 3), the secret exit of 103 (set to 2 + 1 = 3) won't work anymore either.


I'm confused.The only secret exits in this image are from 106 to 102 and from 103 to 135.The rest are all normal exits.

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My projects:



Complete Hacks:

No, he means that you can assign to each level an event number. However, it is shared by both, the normal and the secret exit. The reason, secret exits don't activate the same event as regular exits is because they actually activate the level's event number plus one.
For example, if a level activates event 1 per normal exit then the secret exit in the same level activates event 2 or if a different level activates per normal exit event 42 than its secret exit is event 43.

I mean, check it out yourself: Is the event number of level 103 the same as level 106 plus one and the one from the yellow switch palace the same as level 103 plus one? I mean, try to change the event number of level 103 to an unused one and see if the issue still happens.

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You can also call to me as MFG or Manuel but not Mario.
Originally posted by MarioFanGamer
No, he means that you can assign to each level an event number. However, it is shared by both, the normal and the secret exit. The reason, secret exits don't activate the same event as regular exits is because they actually activate the level's event number plus one.
For example, if a level activates event 1 per normal exit then the secret exit in the same level activates event 2 or if a different level activates per normal exit event 42 than its secret exit is event 43.

I mean, check it out yourself: Is the event number of level 103 the same as level 106 plus one and the one from the yellow switch palace the same as level 103 plus one? I mean, try to change the event number of level 103 to an unused one and see if the issue still happens.


Works perfectly.Thanks you both for all the help and patience

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My projects:



Complete Hacks:

Is there any easy way to stop sprite E9 (layer 2 smash 2)?
I use it in my level but want it to stop after x screens.
I know how to check for the screen number with asm, but I don't find any ram adresses that seem to controll layer 2 smash.

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My Youtube channel

Currently working on:
Project C

Finished project:
Simply set $7E143F to zero.

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You can also call to me as MFG or Manuel but not Mario.
Originally posted by MarioFanGamer

Thanks, I thought I already tried that one, but it seems like I didn't.
It works now.

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My Youtube channel

Currently working on:
Project C

Finished project:
How can I set all carryable sprites to universally appear on top of Mario's sprite?
Hello there!
I'm fairly new to SMW world hacking. I have a little experience hacking Pokémon GBC games such as Red and Crystal via disassemblied codes.

For my first try at SMW, I wanted to simply do a reskin of sorts on the game, changing graphics. However, the Mario sprites I want to insert are too wide compared to the ones in the vanilla rom, barely exceeding 16 pixels. So to achieve what I want I need to know how to:

1. Increase Mario's tiles, to make him a bit chubbier. That would involve messing with his animations as well.

2. Increase his hitboxes, since he is getting bigger. I'm not familiar with the nomenclature used for this, is it correct to call Mario's hitboxes his tilemaps?

Currently the tools I have available are Lunar Magic and yychr. Is it possible to achieve what I want using these tools only? What more do I need? Is this too advanced for me to be trying as a first project?

Thanks in advance!
Lunar Magic and YY-CFG just aren't enough for doing the complicated stuff you want to do. In fact, since you want to mess Mario's rendering, Asar, the local patch inserter, is the tool you ask for. Be aware that getting the tilemap and hitbox correctly might be a bit of a mess because of the way how the handles them. At least for the latter, there is a tool specifically to edit Mario's hitbox but for the tilemap, you have to rely on this patch instead (there isn't any tilemap editing tool, at least one which works with modern operating systems).

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You can also call to me as MFG or Manuel but not Mario.
Can anyone tell me how to make Mario go underneath trees and such like he does in this video at 2:04-2:05?

Video: https://www.youtube.com/watch?v=foB_KtlGLXk
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