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Originally posted by PJHacker
So I'm looking for the background with the starry sky in it for my title screen. Do you know which level it's in?

Are you referring to the vanilla background in e.g. C8?

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
Originally posted by PJHacker
So I'm looking for the background with the starry sky in it for my title screen. Do you know which level it's in?

Are you referring to the vanilla background in e.g. C8?

Yes, thank you. By the way I'm using that for the intro level, and I get the No Yoshi Intro prior to the actual opening text. Anyone know how to remove that?

Also I've included a switch palace on my Yoshi's Island submap, but I don't know how to set the event for that, or make sure that the block sprites that spread out after beating it are the right color (that color being yellow).

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Currently working on an SMW hack.
Originally posted by PJHacker
By the way I'm using that for the intro level, and I get the No Yoshi Intro prior to the actual opening text. Anyone know how to remove that?

Go to #lm{othprops} and check the disable no yoshi intro option.

Quote
Also I've included a switch palace on my Yoshi's Island submap, but I don't know how to set the event for that, or make sure that the block sprites that spread out after beating it are the right color (that color being yellow).

Certain submaps don't have that palette set for the switch palace tiles, so it will naturally be different except for the main map, Vanilla Dome and Bowser's Valley. You have to either a, include a path that leads to one of these maps, or b, change the palette for the switch palace tile you want through #lm{pal} (highlighted here). By default, they use palettes 5 and 7, respectively.

Also, to make it get destroyed, select it and go to #lm{owdestlv} to set the corresponding event.
where can i find this icon in which gfx.bin?

https://ibb.co/bJmmfwJ
That is a bullet bill shooter however that's not vanilla SMW but it's normally in GFX14.
How u make custom drawing/image as the level background?


Originally posted by Dr Pepper
How u make custom drawing/image as the level background?

You can use SnesGFX or LM's bitmap ripper to automatically convert an image to SNES graphics. Note that in order for them to work properly though, your image should pretty much already be formatted the way you would expect it to appear in-game (aligned to an 8x8 grid, capped to 16-color palettes), as the tools don't really do anything to handle that part for you. Also keep in mind things like the number of unique tiles you have available; you may need to simplify the background a bit to reduce the number of unique 8x8 tiles required to display it.

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Does anyone know the level addresses within Lunar Magic 3.21 for these stages?

- Valley Fortress

- The boss rooms for Iggy/Larry, Morton/Roy, Ludwig, Bowser & Reznor.

- Yoshi's House (Ending)

- Chocolate Island 2
https://www.mariomayhem.com/downloads/mario_game_maps/super_mario_world_levels/SuperMarioWorld-ChocolateIsland-ChocolateIsland2.png
I already have these ones:
- Start Area: Code 024
- Area when you collected +21 coins before: Code 0CF
- Area when you rushed through the previous one with 234-001 seconds on the timer: Code 0CE
- Goal Area when you collected 4 dragon coins: Code 0CD
I still need the addresses for the other 5 rooms, somehow Lunar Magic didn't dump them.
Valley Fortress is level 111.
The level numbers for the boss rooms are located here.
Yoshi's House is level 104 and set to show up in the credits by default.
Thanks, now I can strike Valley Fortress & Yoshi's House from my list.

Unfortunately, the boss rooms are not properly working (except Lemmy & Wendy):


How can I view them?
This is normal the majority of the boss rooms are mode7 and can't be edited in Lunar Magic
Actually you can partly modify the boss rooms to add sprites by changing the level mode through #lm{MARIO69} and then switching it back when you're finished.
So every room with Mode 7 elements, no matter how they are used (as stage, as boss, etc.), is unviewable in Lunar Magic? Okay, that's good to know.

This only leaves Chocolate Island 2, which should be normal levels. Is it possible to find the level numbers out somehow?
You can't as those rooms don't have any level number at all. The game merely does a loading hack to get the other Chocolate Island 2 levels. In fact, CI2 tends to break with custom levels so it's better to use an alternative.

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Okay, my layout looks ugly.
Ah, I'm not a hacker, but a sprite/map ripper. I don't want to edit levels, I just want to view and save them as PNG file. I'm currently creating maps from the entire game with the help of Lunar Magic, but Chocolate Island 2 is giving me a headache.

Btw I did some research, the arrangement of the enemies on the map from Stefan Mahrla looks like a view within Lunar Magic, but according to this super old thread on vgmaps, he couldn't render it and decided to get into the level and just map it manually (probably with ZSNES):
https://www.vgmaps.com/forums/index.php?topic=908.msg9993#msg9993

There my hopes go, looks like I have to use ZSNES & vSNES to get the stages done.

Aynway, thanks for your help.
The .bin files are ExGFX you can insert (as described here), and the .mw3 is the corresponding palette, to be importedwith LM's palette editor.

Is there a .bin file that says "tilemap" at all? That might be the Map16 - it's in an older format, but LM can still insert it. If there is none, you might have the options set to not output a tilemap.

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Does anyone know off the top of their head how the SMW star works? I know it's very particular about which enemies you can rack up 1-ups from. I know chucks are a no no but what about fish and urchins?

Is there any uberasm to change how it works?
How do I determine what objects are/aren't affected by the "Layer 3 Smash" sprite?
The smash only affects Mario, nothing else.

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Okay, my layout looks ugly.
Originally posted by MarioFanGamer
The smash only affects Mario, nothing else.

Ah, well, is there a way to use a "Layer 2 Smash" sprite and have a complex background? I'm trying to make a boss type level with smashing spikes that switch between some upper and lower platforms and a background that has some animated tiles, more than 4 colors and the flashing yellow that dragon coins use in it's pallet, and I was wondering if that's possible?
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