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Ask anything about SMW Hacking - 2019 Edition
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How do i change the credits font? I've tried extracting GXF and ExGFX from the game but nothing matches in GXF and there's nothing in the ExGFX folder?


Originally posted by kainivy
How do i change the credits font? I've tried extracting GXF and ExGFX from the game but nothing matches in GXF and there's nothing in the ExGFX folder?


You seek to edit GFX2F. Please take note that it is 2bpp (Layer 3), so you have to edit it using the correct bpp setting in yy-chr. Moreover, the file must have 2KB in size. GFX2F should be in the Graphics folder; if not, I'll assume 2 scenarios to further help you:

1) You did not extract the graphics (i.e. pressed the #lm{extgfx} button): Please do so and check your Graphics folder.

2) You extracted the graphics, but you found a file called AllGFX.bin: Go to Options -> General Options and disable the option "Use Joined GFX Files". Then, extract the graphics again (#lm{extgfx} button).

Either way, you edit what you want in GFX2F, save it and insert it into the ROM (#lm{insgfx} button).

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Dream team (feed them, please):






Thank you for the help :)
When I use Note Blocks in a castle or Ghost House the bouncing animation is kind of glitchy. Is there an easy way to avoid that?
The bounce sprite note block in SMW uses local graphics. Move it to the first page and remap it with e.g. STEAR to that position. Alternatively, if you can avoid on using wooden spikes, grinders and Eeries, you can make a copy of GFX06 and 12 paste the note block graphics at the same position as in GFX13.

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Okay, my layout looks ugly.
Hello everyone :)

I hope this is the appropriate place to ask my questions. First off, I'm not a native speaker, so, I apologize for not using perfect grammar/wording etc.


I only found out about the active Kaizo hack scene a couple of weeks ago, and I figured, while many of us are held in quasi-quarantine, I could look for a way to create a nice little romhack of my own. I've read through all the F.A.Q.s by now and read/viewed through many of the tutorial threads/videos (thanks for all the efforts from everyone who invested their spare time into helping new creators to get started!)...though some questions that came to my mind have either not been asked before or I failed to find those.

I'd like to know (best case scenario would be someone answering who has created two romhacks or more, but everyone else is also welcome to answer)

- whether or not you would consider your first own romhack to be also one of your worst romhacks. Bc if that's the case, I might be better off starting with a small 5-or-6-exits demo in order to get some feedback rather than investing time into 20+ exits, only then realizing the hard way that my levels turned out to be garbage.

- how much time you invest on average, or on estimate, into creating a romhack (incl. about 20ish exits) from the very beginning to the very end. I assume many of us also have a job occupation in RL so there is only limited time left to dedicate to creating a romhack. Based on your experience, is it better to work on a hack 1-2 hours/day every day, or to rather just "go with the flow", by which I mean: Create while you're being creative, and don't create when you're suffering from Writer's Block?

One thing I've read over and over when I scrolled through the threads on this site is that creators tend to get discouraged and that there was a plenty of "unfinished projects"...so I figured I want to ask you if there are any tips concerning the mindset, based on your own experience, that helped you in the past to deal with your project mentally, especially in those situations when you got really frustrated/annoyed with smth.?

I hope that 1) this post is not tl;dr 2) it is understandable English 3) y'all have a nice day!

Stay safe
Martin
Hey there! Don't worry, this isn't a bad place to ask and your wording is flawless.

Originally posted by Martin
- whether or not you would consider your first own romhack to be also one of your worst romhacks.

Definitely! People's first attempts are never masterpieces, and very often they look back at their early work thinking "what was I even doing". SMW hacking seems to be something you develop a sense for only as you go.
(It's probably exacerbated by the fact that a lot of people are in their early teens when they discover hacking and their senses are still developing in general.)

Anyway, yeah, for your first hack it's a good idea to not plan for some huge epic work. That's not to say you should restrain yourself from making what you want to make! Just have realistic expectations, and keep in mind you'll be improving.

Originally posted by Martin
- how much time you invest on average, or on estimate, into creating a romhack (incl. about 20ish exits) from the very beginning to the very end. I assume many of us also have a job occupation in RL so there is only limited time left to dedicate to creating a romhack. Based on your experience, is it better to work on a hack 1-2 hours/day every day, or to rather just "go with the flow", by which I mean: Create while you're being creative, and don't create when you're suffering from Writer's Block?

That's something that varies a lot from person to person, and probably not limited to hacking either. It depends on your work ethic, your ambitions, and how important hacking is to you as a hobby. I'm very much a lower bound because I build a lot of resources myself and my time management skills are awful, and I take about one year to build one world - any longer than that would be very unusual.
In general, though, it's something you'll probably have to answer for yourself.

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Thank you very much!
Hey everyone,
I have a problem. Im trying to get the Multy-Midway-Point patch to work so i can have a cp in a different level than the starting one.
Because this whole asm stuff is pretty new to me i get confused really quick with all those numbers in the files.
So what i did was, open the MMW-tables file went down to level number 109 and changed both the first and the second value to 00FB so that the cp is there.
Thats how I interpreted the instructions but it didnt work (oof).
So is there something that i missed or did wrong, something in LM that i need to do?
I would be very happy if someone is able to help me and Im sorry if this question was asked before.
How do people combine vanilla tilesets like grass and cave or cave and forest? I see a lot of ppl do it in Vanilla contests.

I just started and I'm assuming they do it through ExGFX? Do they just redraw the ledges, etc. that they want into a single Graphic sheet and import it? Then do they make their own palette?
Redraw? No, it's much easier to copy the tiles than redrawing them. And besides, you can just put the graphics to BG2/3, create Map16 tiles for them and then use two tilesets at the same time.

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Okay, my layout looks ugly.
Originally posted by MarioFanGamer
Redraw? And besides, you can just put the graphics to BG2/3, create Map16 tiles for them and then use two tilesets at the same time.


I still don't understand. Is there a tutorial for this?
Here is a tutorial which explains ExGFX, ExGFX bypass and Map16 tiles in general.

This thread also is helpful since it's the same problem as yours.

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Okay, my layout looks ugly.
Thank you. I have another question. Sorry for posting again so soon.

What's the deal with Dynamic sprites. I've read a couple threads that say that they take up the bottom of SP4. DSX.asm should take care of this right? But when I apply the patch with ASAR and insert the Mario Maker midpoint flag sprite, the Flag overlaps with the Banzai Bills in my level.

Wasn't DSX.asm supposed to solve this?
And you can insert dynamic sprites just fine without DSX.asm? DSX.asm adds the ability to insert dynamic sprites in the first place, not doing some impossible SNES magic. For one, the graphics need to be put somewhere but all of VRAM in SMW is used so where should be the graphics be put? And even then, you have to work out with 512 unique 8x8 tiles or two pages of graphics so the dynamic sprites need to put their graphics somewhere in this area and that's the second half of SP4.

The same applies to Mario, Yoshi, Baby Yoshi and Podobos: Their graphics are located in the rectangle 0x000 - 0x019 so SMW reserves five 16x16 tiles of dynamic sprites which is why that otherwise unused area can't be used for more sprite graphics.

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Okay, my layout looks ugly.
This sprite won't enter the shooting pollen state. I have the extended pollen sprite listed as the default value of 00 and made sure it is in the Pixi directory of /Extended.
Am I supposed to do something else with the routine files besides place them in the /Routines folder?
Does anyone understand the initial action to do to prepare an SMW hack? Lunar Magic appears to be hard to use concerning Reggie! and SMM but I'm not sure what is the first thing to work on. For example, if I have everything mapped out like levels, music, graphics, and patches, what's the fundamental first thing to do?
I apologize for the double post. I don't need any help with the above question, I've got that figured out. It's not entirely related to SMW hacking but I didn't want to create a thread in-case I put it in the wrong forum.

So I'm trying to import a 100% save for my SMW ROM. Problem is that it never loads. To clarify, I ASM patched my ROM (SA1), used emulators such as ZMZ (not the original ZSNES because SMWCentral doesn't like it) and SNES9x. I put the save file in Save folders for the latter emulator but it still wasn't working.

This is the save file I used.
Originally posted by newsuperhackboys
I ASM patched my ROM (SA1)

And that's where the problem lies: SA-1 can't access WRAM. As such, SA-1 Pack remaps part of WRAM to cartridge RAM. Cartridge RAM (usually called SRAM, SA-1 calls this BW-RAM) is where save data is backed up. The problem is that SA-1 Pack remaps BW-RAM in the same area where SMW stores its save data (relatively speaking) which is why the actual save data has been moved in SA-1 pack.
As such, no 100% save file for the original SMW works with SA-1 Pack.

tl;dr You're using SA-1 Pack which makes the original save file incompatible.

Even then, you don't want to use a 100% save file to test your levels unless you're using the original overworld as Mario's position, beaten events and the direction you can from a level is stored on the cartrdige.

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Okay, my layout looks ugly.
Originally posted by MarioFanGamer
tl;dr You're using SA-1 Pack which makes the original save file incompatible.

Even then, you don't want to use a 100% save file to test your levels unless you're using the original overworld as Mario's position, beaten events and the direction you can from a level is stored on the cartrdige.


Thanks for allowing me to understand that piece of ASM trivia! I'm still really fresh at SMW modding. #ab{8-)}

The mindset was that I wanted to use a 100% save file was that it was useful when I did it for NSMBW. I guess I can replace the first level or something. Or just get to it on my own. #wario{:peace:}
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Forum Index - SMW Hacking - SMW Hacking Help - Ask anything about SMW Hacking - 2019 Edition

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