Would anyone happen to know the specific line of code that determines how many animation frames the puff of smoke effect in $17C0 has? I can't seem to find anything in its data for determining that it should have 7 frames.Don't eat the sandwich
The code that handles the animation is at $02971E up through $02973D, with the actual tile table located at $0296D8.
As for where the 7 frames come from, the code just uses the smoke sprite's lifespan timer at $17CC, divides the current value by 4, and uses that as an index (hence why most codes that spawn them set that address to #$1B, which is one less than 4 times 7). Professional frame-by-frame time wizard. YouTube - Bluesky - SMW Glitch List - SMW Randomizer
Does anybody know where I can find the tutorial for mixing tilesets? It's missing from the essential tutorials list. Thanks!
Originally posted by danthaman4671
Does anybody know where I can find the tutorial for mixing tilesets? It's missing from the essential tutorials list. Thanks!
I don't believe we still have a tutorial on this specific topic, but learning about Map16 and ExGFX should give you all the information you need for that. Combining tilesets just requires loading the second graphics set into the BG2/BG3 GFX file slots, and then creating a new set of Map16 tiles that uses those graphics.
Why does the note block animation look like this when I'm using the castle sprite set? Is there anyway to fix it?
That's because the note block bounce sprite isn't global and overwrites some of the tiles occupied by other sprites. An easier solution would be to use ExGFX to copy it from SP3=13 and replace the "glitchy" tile with that. Or if you still want to use the overwritten sprite, grab the disassembly from the section and remap it accordingly.
Is there a tile that fixes this in the underground 2 tileset? If not could one be made with the map16 editor? Thanks!
SMW solves this by using a top left and right corner edge tiles 3 (extended objects 0x3C and 0x3D) which can be seen in Vanilla Dome 1, for example.
Originally posted by MarioFanGamer
SMW solves this by using a top left and right corner edge tiles 3 (extended objects 0x3C and 0x3D) which can be seen in Vanilla Dome 1, for example.
Thanks!
What pallete row does the fishbone use? Thanks!
That should be palette row E.
A more practical way to find it out is by fiddling with the sprite palette field in the palette editor.
Originally posted by Katerpie
That should be palette row E.
A more practical way to find it out is by fiddling with the sprite palette field in the palette editor.
Thank you.
Can someone help me with this gps error?
When I insert a custom block, this message pops up:
Unable to open the routine directory "routines/"
How do I fix it? Also there is a "routines" folder but I don't know what to do with it because I got only a .asm file which is the custom block that i want to insert
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My hacks: Bowser's Castle (finished) Bowser's Castle 2 (finished) Super Mario World - Mushroom Revolution (Work in progress)
Layout by Koopster
Did you move the routines folder anywhere?
YY-CHR > Photoshop.
How do you fix this status bar thing? I know it has something to do with layer 3. Thanks.
The status bar is part of the layer 3 tilemap and can appear when the layer 3 image scrolls past the usual tilemap area. The common solution is to simply disable vertical scrolling for layer 3 or use a sprite status bar. If you're more advanced in ASM, using HDMA can also solve this issue since you can prevent the status bar from appearing at all with the right scrolling parameters but that one is out of scope.
Can someone tell me everything palette 9,7 does? Thanks!
What do you mean by palette 9, 7? Do you mean palettes 9 and 7 individually or color 7 in palette 9?
YY-CHR > Photoshop.