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Ask anything about SMW Hacking - 2019 Edition

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Layer 3 backgrounds can be quite complex, don't be fooled by SMW's simple layer 3 backgrounds. Beyond that, the colour limit is hardware limitations.
How do I properly use .mwl files? I click and open it up but the background doesn't load correctly.

I read the tutorial and I'm certain that inserting backgrounds is easier than squinting at the preview images to replicate the background.

(If you seen this question already, I haven't double posted. I just realized that my last comment was in the wrong thread :))
The .mwl files for background images should be set up to include two things:
1) The background should already reference Map16 tiles (which you'll have to load in to the right spot of Map16 [make sure #lm{16loc} is enabled in your Map16] or remap them to a different location if another background is using those spots).
2) The level file will have loaded the ExGFX files that came with the background into the correct slots (make sure that you've inserted them to your ROM, and if you had to change which number they were due to duplicate ExGFX names, make sure that you change the number it references in the #lm{sgfxby}).

Hope this helps! Let me know if you have further questions.
Since I already have that Map16 space used, I'm guessing that I'll need to just have two windows open and copy the right orientation. Right?
I want to increase the volume of a custom musicctrack this one specifically

https://www.smwcentral.net/?p=section&a=details&id=22062

But what code do i change?
It says they had it marked in the txt but i didnt notice it
Originally posted by Thwompz
I want to increase the volume of a custom musicctrack this one specifically

https://www.smwcentral.net/?p=section&a=details&id=22062

But what code do i change?
It says they had it marked in the txt but i didnt notice it


If you CTRL+F to search for the letter "w", you should find that there is an instance of wXXX, where XXX is a 3-digit number. This represents the song's global volume, and you'll typically find it near the declaration of channel 0, which'll be denoted with #0. Simply increase the value of wXXX to your liking, but the maximum value is 255. Hope this helps.
I have a level with sprite B3 Bowser Statue Fireball. Whenever I start the level there is the sound of the fireball, even when it is not spawned right away.
Is that normal?
Can you change that (easily)?
Hey, wasn't sure where to post this, but recently I've been looking into fixing a bug from a hack of mine from several years ago, Hack 3.

Several people have reported to me over the years that once collecting all 27 Green Stars and entering the pipe in the Space Center which leads to the Hack Remix courses, they cannot press down on the Space Center on the overworld to move to the Star Pad once it appears.

I've never for the life of me been able to reproduce the issue, so wondering what might be going on here. Here are some screenshots of how it's set up in the Overworld Editor.



Here are the two overworld tiles in question on the overworld, circled in red. Level tile 6 (Space Center), should lead down to the Level tile B (the Star Pad) when finding the normal exit.



Here are the level tile settings for level 6, the Space Center. As you can see, it's set to move down when finding the normal exit, and activates event 9.



And here are the level tile settings for level B, the Star Pad. As you can see, it's set to be revealed on event 9, which is activated on level 6's normal exit.

Am I missing something? Everything looks correct in the level and event settings and the layer 1 paths between 6 and B to me, so not sure why a lot of people are running into an issue where they cannot move down to the Star Pad.
So i have a .bin file and i want to make a .map16 file for it?

I have inserted my gfx bin as a exgfx but its not in my map 16? So im assumin i need to make a map16 file to load in

EDIT: after somebmore research i have figured out what i needed to do
So i have limited knowledge in hex editing, but i literally have one vine in my rom hack so i dont see a need of finding a custom vine and edit one in how would i find the vine growth speed and adjust it in hex editor
Originally posted by Thwompz
So i have limited knowledge in hex editing, but i literally have one vine in my rom hack so i dont see a need of finding a custom vine and edit one in how would i find the vine growth speed and adjust it in hex editor

From the ROM map:

Code
$01C1AE	1 byte	Misc.	Y speed of Growing Vine's growth


So this is the byte you would edit. The hex edit you would insert into your ROM would then be:

Code
org $01C1AE
db $XX


where "XX" would be the value for the speed you'd insert. The ROM map doesn't specify the default value or anything like that, so you'll need to experiment a little bit.
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Hello people of SMWCentral,
as you might have seen, I'm pretty new to this whole hacking stuff. I re-discovered Lunar Magic a few weeks ago and thought I might just give it another go. So I watched a 3.5 hour-video of Barb explaining the basics and another video about the Overworld by someone else. I started my first 2 levels (I have 3 done now) and ran into some difficulties. First I was a bit surprised by the pipes chaning their colours, but I found out that you can change that! #tb{:)}

Now to the more important stuff:

Another thing in advance: I'm not a native English speaker / writer, so please don't judge me too hard #tb{:)}

In my 2nd level I toyed around with the walk-through dirt and wanted to make some secrets similar to those that are common in NSMBU hacks, I placed a yoshi coin and some normal coins, but their transparency was so transparent that it just got rid of the dirt and you could look through it and see the level background... I just went on with it and took it as it came, but now I'd really love some help, maybe it's easily fixable?

I'd love to read some responses.
GameFit
Originally posted by GameFit
Hello people of SMWCentral,
as you might have seen, I'm pretty new to this whole hacking stuff. I re-discovered Lunar Magic a few weeks ago and thought I might just give it another go. So I watched a 3.5 hour-video of Barb explaining the basics and another video about the Overworld by someone else. I started my first 2 levels (I have 3 done now) and ran into some difficulties. First I was a bit surprised by the pipes chaning their colours, but I found out that you can change that! #tb{:)}

Now to the more important stuff:

Another thing in advance: I'm not a native English speaker / writer, so please don't judge me too hard #tb{:)}

In my 2nd level I toyed around with the walk-through dirt and wanted to make some secrets similar to those that are common in NSMBU hacks, I placed a yoshi coin and some normal coins, but their transparency was so transparent that it just got rid of the dirt and you could look through it and see the level background... I just went on with it and took it as it came, but now I'd really love some help, maybe it's easily fixable?

I'd love to read some responses.
GameFit

Hello and welcome,

I think you have to understand that both the coins and the dirt are layer 1 tiles. So, you can only have one or the other in one spot, not both.
You might consider for example using the sprite version of the Yoshi Coins. In order to make it dissapear behind the dirt, you have to set the "Priority" of the dirt tiles in Map16 #lm{16x} to "on".
So, I know I probably sound kind of dumb for asking this, but here goes...

I've run into a problem. I'm making a vanilla-style ROM hack, but I'm stumped on the level design. See, all Super Mario levels usually have some sort of gimmick, be that a specific enemy, or game mechanic, that the level is based around.

And that's my problem. I can't think of any gimmicks to use for my levels. I've tried designing my levels without them, but they always end up feeling generic and uninteresting. I've finished my overworld, so the levels are all that needs to be done.

So what I'm asking is, do any of you guys know of any interesting vanilla game mechanics I could use for my level design?

Any of your ideas will be greatly appreciated, and I will credit anyone who helps me out.
Currently working on an SMW hack. Check out my WIP Thread!
https://www.smwcentral.net/?p=viewthread&t=120148
Hi SMW central. I do not know if this is where is should be posting my questions or not, but im gonna try it anyways. How can you take a png and turn it into smw graphics and insert it into a hack? I have seen many hack creators do this and wanted to try it out for mine. I have tried looking for how they do this and could not find an answer. Thanks in advance!
Originally posted by Solrac
Hi SMW central. I do not know if this is where is should be posting my questions or not, but im gonna try it anyways. How can you take a png and turn it into smw graphics and insert it into a hack? I have seen many hack creators do this and wanted to try it out for mine. I have tried looking for how they do this and could not find an answer. Thanks in advance!

For starters you can try using SnesGFX.
Originally posted by KevinM
Originally posted by Solrac
Hi SMW central. I do not know if this is where is should be posting my questions or not, but im gonna try it anyways. How can you take a png and turn it into smw graphics and insert it into a hack? I have seen many hack creators do this and wanted to try it out for mine. I have tried looking for how they do this and could not find an answer. Thanks in advance!

For starters you can try using SnesGFX.

Thanks for replying! I have tried SnesGFX and I keep getting an error that says "there are more than 1024 (0x400) tiles, thus impossible to generate a SNES tilemap." I know that is referring to the size of the image (at least I assume), but I don't know what to do to stop receiving this error. Can you please help clarify if you know?
The SNES has tiles as its basic unit (8x8 pixels in size), and it can only hold a limited number at a time. Unlike modern game engines where you can import an image and be done with it, in SMW you have to be conscious of how many unique tiles your graphics will take up. Theoretically that limit is 1024, but realistically you won't have room for more than 700-ish. The image you're trying to use exceeds that, so it won't fit in your level.

The only solution is to make the image dimensions smaller, and/or simplify it so that less 8x8 tiles are unique and thus tiles can be re-used.

(See the ExGFX guide for how graphics are set up. There's also an alternative way to rip graphics from images, subject to the same limits.)


 
Originally posted by WhiteYoshiEgg
The SNES has tiles as its basic unit (8x8 pixels in size), and it can only hold a limited number at a time. Unlike modern game engines where you can import an image and be done with it, in SMW you have to be conscious of how many unique tiles your graphics will take up. Theoretically that limit is 1024, but realistically you won't have room for more than 700-ish. The image you're trying to use exceeds that, so it won't fit in your level.

The only solution is to make the image dimensions smaller, and/or simplify it so that less 8x8 tiles are unique and thus tiles can be re-used.

(See the ExGFX guide for how graphics are set up. There's also an alternative way to rip graphics from images, subject to the same limits.)

Ok, Thank you sm for explaining!
Hello SMW Central community. I have a question. So I am working on my hack and want to use the graphics of the title screen logo and border that appears in the beginning of the game in one of my levels. I already tried inserting the title screen graphics as ExGFX, but that didnt work because it formatted the graphics to 4bpp snes rather than 2bpp gb. Do any of you know how I am able to use the title screen graphics in my level? Thanks in advance!
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