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For that you'd want to add a cooldown. The easiest option is to add this just above the LDA $17 line:

Code
	LDA $14
	AND #$1F	; rate to fire at. valid values are 00, 01, 03, 07, 0F, 1F, 3F, 7F, FF
	BNE .noFireball

Although there is an issue with this; because it relies on a global timer, the player can press the R button and not actually fire anything (if the frames they press the button happen to be during the no-fire window). To fix this, you can alternatively use

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
That's perfect! You're the man!
Thanks again! #smw{:TUP:}

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Mario Quits - My Kaizo hack in progress
Hm not sure if this is the right thread to ask, but which patches would you consider essential applying to a hack? It's been a long time, IIRC the No More Sprite Tile limit was quite essential back then but what about now, or what else besides that one is considered essential?
SA-1 is considered so essential that it is expected that ASM submissions now require it. Other than speeding up your ROM and enabling you to use many more sprites in a level (thereby enabling a lot more possibilities,) it will also serve the purpose of NMSTL using sprite memory setting 08. Multiple midway points is also important if you make any huge levels in your hack that are a pain to replay even if split in half. Other than those and any bug fix, I can't think of anything else that isn't merely around your plans. The retry when dying one is popular because it replaces the "die and return to the overworld" behavior with a prompt that enables you to quickly return to your last checkpoint instead of reloading the overworld and then reloading the level: it's a good quality-of-life patch.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Hey Guys!

I am really new to LM but I get used to it =)
BUT I do have some questions which Im really sure were already answered but I do not know how to search for, so please be kind to me =)

1. If I change the background in Level 106, does it effect other levels with the same background?

2. How do I add a custom look for a tile? E.g. my own version of a death block or a block for blocking Mario but not Sprites. I knew how to add the behavior and it works, but not how to add custom "looks" to it.

3. Is their a description of which colours in the palette effect the sprites, foreground, background etc.?

Their will be more questions in the future, but start with the first 3 =)
Originally posted by ChrillePan
1. If I change the background in Level 106, does it effect other levels with the same background?

As seen in a lot of hacks, there is no selected background to chose from, the background data is all stored into the level (it does for SMW's levels but Lunar Magic changes that for obvious reasons, of course).

Originally posted by ChrillePan
2. How do I add a custom look for a tile? E.g. my own version of a death block or a block for blocking Mario but not Sprites. I knew how to add the behavior and it works, but not how to add custom "looks" to it.

That requires two parts: The graphics and the Map16 tiles but the latter is more important as it only then gives a block its looks. You can edit the latter at #lm{16x}.

Originally posted by ChrillePan
3. Is their a description of which colours in the palette effect the sprites, foreground, background etc.?

There is an image in Helpful Diagrams which shows how you should prefarably remap the colours but it isn't accurate how SMW handles the palette.
As such, here is a short description what SMW uses what: Palettes 0 and 1 contain the colours for backgrounds (layer 2 and 3) but also the status bar, palettes 2 and 3 is used for local foreground colours, palettes 4-7 for misc foreground tiles (including but not limited to ?-blocks, pipes and goal posts). For sprites, only palettes E and F are local to the level whereas the rest is global and Mario (whose colours are dynamic) uses palette 8.
The second half is mostly unused as SMW uses graphics with a limited palette (up to the point where SMW stores them as 3bpp i.e. each tile can take only 8 colours). Only the Status Bar (due to the way how the SNES handles layer 3 colours), berries (whose colours are hardcoded to be on the second half) and Mario (whose graphics are fully 4bpp and can therefore use the full palette).
There are some exceptions, though. For example, Ghost House spikes use background colours whereas the clouds in some backgrounds use palette 4 i.e. a foreground colour.
However, there is one case where the SNES itself (thus also SMW) makes almost no exception: The first half is used by backgrounds only (i.e. layer 1 to 4) whereas the latter by objects (i.e. sprites) (there is one exception but it doesn't apply for SMW).

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Okay, my layout looks ugly.
Quote
2. How do I add a custom look for a tile? E.g. my own version of a death block or a block for blocking Mario but not Sprites. I knew how to add the behavior and it works, but not how to add custom "looks" to it.

An easier way would be going through #lm{8x} (or YY-CHR) and drawing lines for blocks utilizing the palettes below. Since you want a death block, you can just take the bullet machine (tiles 2A-2B and 3A-3B) and draw white lines surrounding the tiles, but be cautious to not make it unmatch the resulting tile.

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Você é a razão da minha felicidade.
Oh wow nice! Already answers my first questions :D Thanks for that.

Also:
Is it possible to change the palette of just one sprite while not affecting others? I changed the colors for small pipes to red and now my Green Koopas are also Red :D

Maybe I just have to deal with that ^^

Thanks
Originally posted by Counterfeit
SA-1 is considered so essential that it is expected that ASM submissions now require it. Other than speeding up your ROM and enabling you to use many more sprites in a level (thereby enabling a lot more possibilities,) it will also serve the purpose of NMSTL using sprite memory setting 08. Multiple midway points is also important if you make any huge levels in your hack that are a pain to replay even if split in half. Other than those and any bug fix, I can't think of anything else that isn't merely around your plans. The retry when dying one is popular because it replaces the "die and return to the overworld" behavior with a prompt that enables you to quickly return to your last checkpoint instead of reloading the overworld and then reloading the level: it's a good quality-of-life patch.


Thanks for the response, will keep that in mind.

Apparently from what I read you have to apply these patches to unmodified roms, good I asked this question pretty early.

While I am still here, is there a way to import submaps from another rom? Or do I have to do them again manually?
Originally posted by ChrillePan
Is it possible to change the palette of just one sprite while not affecting others? I changed the colors for small pipes to red and now my Green Koopas are also Red :D

What small pipes? I assume you mean Carryable Pipes as there is no way the foreground tile can use any sprite's colour (see above). You can set the pipe's palette with the extra byte or remap the pipe's graphics so they use the second half of the palette.

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Okay, my layout looks ugly.
Originally posted by MarioFanGamer
Originally posted by ChrillePan
Is it possible to change the palette of just one sprite while not affecting others? I changed the colors for small pipes to red and now my Green Koopas are also Red :D

What small pipes? I assume you mean Carryable Pipes as there is no way the foreground tile can use any sprite's colour (see above). You can set the pipe's palette with the extra byte or remap the pipe's graphics so they use the second half of the palette.


I havent add any custom pipes. Just the small version of the bigger ones which are vanilla. Tile 153 - 155 in the 16x16 Tile Map Editor.
My chucks are also affected by that
You have something else going on my dude the pipes are objects and can only use palettes 0-7 sprites however like koopas and chucks can use palettes 8-F. Changing the palette for the pipes should not do anything to sprites.
Originally posted by ChrillePan
I havent add any custom pipes. Just the small version of the bigger ones which are vanilla. Tile 153 - 155 in the 16x16 Tile Map Editor.
My chucks are also affected by that

That can't be, because objects and sprites use separate palettes (objects can use the top half, sprites can use the bottom half). You must have accidentally edited one of the sprite palettes.

Palettes affect the entire level, so there's no way to change colors just for one sprite. You can change which row in the palette it uses (e.g. the green palette instead of the red one), but that requires extra tools and is a bit of a hassle when you're just getting started.

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I pressed the blue star in LM and edited the palette.
The only thing I did was to Enable Custom Palette so I do not screw things up with other levels ( Maybe thats wrong too )



Im sure you guys are right, im just not sure what I did wrong^^
It's not wrong but you see the upper couple red palettes the one above the gray palette and the one above the yellow one? Those can be used for the pipes. Now see the lower palettes how you have 2 red ones in a row? Below the Blue palette? Yeah those are for sprites. The lower one by the gray/brown palette should be green.
Gotcha! I thought I just change the Palette for Tiles OR Sprites but you have the full palette for both open so I need to be careful to what I am changing or not :D

Thanks guys!
Is their an easy way to assemble backgrounds? I got all the steps right with ExGFX and such but now reasample the background is really nifty and a lot of work :(
Originally posted by ChrillePan
Is their an easy way to assemble backgrounds? I got all the steps right with ExGFX and such but now reasample the background is really nifty and a lot of work :(


There should be a sample level in the zip file you downloaded. In this the background is assembled for you. Save this level to a level number that you don't need. Then go to your level, click on the Background Editor and then load the background from the other level.

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Mario Quits - My Kaizo hack in progress
Originally posted by DasFueller
Originally posted by ChrillePan
Is their an easy way to assemble backgrounds? I got all the steps right with ExGFX and such but now reasample the background is really nifty and a lot of work :(


There should be a sample level in the zip file you downloaded. In this the background is assembled for you. Save this level to a level number that you don't need. Then go to your level, click on the Background Editor and then load the background from the other level.


Thanks a lot :D Saved me a lot of time =)

EDIT for Question:

I have Vertical Scroll at Will activated for myself and it does work, but if play to fast e.g. moving up to fast, the screen scrolls step by step. It is possible to have Mario centered and scroll whenever he have a certain hight?
Originally posted by ChrillePan
Originally posted by DasFueller
Originally posted by ChrillePan
Is their an easy way to assemble backgrounds? I got all the steps right with ExGFX and such but now reasample the background is really nifty and a lot of work :(


There should be a sample level in the zip file you downloaded. In this the background is assembled for you. Save this level to a level number that you don't need. Then go to your level, click on the Background Editor and then load the background from the other level.


Thanks a lot :D Saved me a lot of time =)

EDIT for Question:

I have Vertical Scroll at Will activated for myself and it does work, but if play to fast e.g. moving up to fast, the screen scrolls step by step. It is possible to have Mario centered and scroll whenever he have a certain hight?


There are several patches and UberAsm files that change the scrolling mechanics for a level or your whole hack. Search those sections for "scroll" in the name or the description.

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Mario Quits - My Kaizo hack in progress
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