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Tip: Linear levels aren't necessarily a bad thing. After all, most official Mario levels are fairly linear.Not logged in.
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Originally posted by two_headed_yoshi
and the extra bit is set to 01

Set it to 02 instead.

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<blm> zsnes users are the flatearthers of emulation
Could someone please help me insert custom Yoshi Island ExGFX? Whenever I try to insert them it says "Cannot load Map16 data" or something...

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The boo buddies can haunt you for eternity. [We have time]
So have you already inserted the ExGFX? If not than rename the GFX file you have by "ExGFXxxx", where "xxx" is a hexadecimal number between 80 and FFF. When you have done that go into Lunar Magic, click on the blue mushroom (ignore the error message) to get a folder called "ExGraphics", place your ExGFX file into this folder and click on the yellow mushroom in Lunar Magic to insert the ExGFX.
Then you go in Lunar Magic under Level - Super GFX Bypass and set one of the FG/BG lists to your ExGFX file number (it's probably said in the readme, which one you have to choose to make the Map16 Page import work correctly).
After that you place the Map16 Page files you got into the folder with Lunar Magic and your ROM and open Lunar Magic's Map16 Tile Map Editor. Go to a currently empty page, click F3 and the Yoshi's Island tiles should pop up. Press F9 to save the Map16 page.
The folder where your Yoshi's Island ExGFX has been in should also contain a .pal file, which you must insert using File - Palettes - Import Level Palette from file, to get your level use the correct palette for the Yoshi's Island Graphics.
When I choose a level on the OW and it fades to black, the whole screen turns into a random color for one frame. Right before "Mario Start" pops up...
How do I fix this?
Hey guys, I am having difficulty adding pipes that go to sub-levels within my levels. I just don't know how to connect them. I have tried multiple ways, many times, and I still fail at it. If anyone would explain how to do this, that would be great :D thanks!

@ camoslash:
1: Hit "F1" on your keyboard. It should make blue screen borders show up.
2: Find the screen containing your exit pipe. In the top left corner, there should be a number, like 00, 01, 0A, etc.
3: In the Lunar Magic toolbar, look for the first door icon. It should be located to the immediate right of the "Purple Poison Mushroom" icon.
4: Click the icon, and it should open the window.
5: In the field by "Screen Number of Exit to Add/Modify/Delete", put the screen number with the pipe there.
6: In the field by "Level Destination or Secondary Exit Number", put the sublevel that you want the exit pipe to lead to. After that, hit OK.

Test it out to see if it works.
Also, be sure that the exit pipe is NOT on the border, and is at least 1 tile away from it. Otherwise, the pipe may take you to level 000 or 100, which are the endless bonus rooms.

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I have a problem of my own. My team hack, Euphoria Isle, was just rejected. However, I have no clue how to fix the problem. The GFX files are all set up correctly, but it seems to screw up after the ROM is patched with the IPS file. I'm thinking it has something to do tileset loading specific files, but I'm not 100% sure. Can anyone help me with this?
Alright, thank you very much! I have one more question about the pipes... Do I do the opposite process for a pipe that is leaving the sub-level to go back to the main level? Or do I set it up the same way?

It's set up pretty much the exact same way. The only things different are the screen numbers (possibly) and the level destination. Otherwise follow the same steps.
There are two things that I just can't get to work no matter how hard I try.
1) The Walljump blocks (custom block)

2)The Skull raft (Original SMW, and yes, I enabled sprite buoyancy...)

Could anyone help?

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
DarkBones:

About the skull raft (which doesn't even require sprite buoyancy), you are not placing it on the normal lava that you can use in every level, are you? Because it only works on the lava from the cave tileset.
Hi everyone, when I am making a level, I can't change the specific tile set for the level. Is there a way I can change it, or does it stay that way? Thanks to anyone whom can help me with this dilemma :D

You change the tileset of a level either using the "GFX index in header" window under "Level", or if you wanna mix tilesets or use graphics you cannot access using the "GFX index in header" window, you have to use the "Super GFX Bypass" under "Level".
Originally posted by Octopus
DarkBones:

About the skull raft (which doesn't even require sprite buoyancy), you are not placing it on the normal lava that you can use in every level, are you? Because it only works on the lava from the cave tileset.



o.0... I AM SUCH AN IDIOT!!!

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Thanks Octopus!! Well anyways, how do I set a reset door? Do I just direct the door back to the same level it is in? Or is there something more to it?

Originally posted by camoslash
Thanks Octopus!! Well anyways, how do I set a reset door? Do I just direct the door back to the same level it is in? Or is there something more to it?


Thats about it, yes. But there's a little more, you have to use a secondary exit. Click on the icon of the door with a 2 on it (modify secondary exits), then pick the secondary exit you want to use (for example #000, or #1C4). Modify the coordinates like you would a normal exit. Then place your door. When modifying the screen exit, enter the number of your secondary exit, and make sure that "Use the above value as a secondary exit number" IS CHECKED.

Unless, of course, you want the door to start the ENTIRE level over, then you do what you said.

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Alright thanks! I have another question. How do I make the sub-screens go vertically instead of horizontally?

Originally posted by camoslash
Alright thanks! I have another question. How do I make the sub-screens go vertically instead of horizontally?


To make a basic vertical level, click on the Mario's head icon (change properties in header) and change the level mode to 0A. There are other vertical level types so remember to experiment. Also, you can change things like vertical scroll, music and time limits here also.

EDIT: For some reason this music port won't work. Could someone please tell me whats wrong, or at least give me a working txt file: EDIT2: Nevermind, it just had something to do with some $#@! header being there that shouldn't have been. Once I manually removed it, it worked. Probally something to do with that aggrivating new AddMusic...

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Are you using HFD's addmusic? It does require the header to be there and a script was passed through most (if not all) songs in the music section to use one. So if you aren't using it, then you're going to have to ensure that any song you download has no header.
GvS @smwcentral.net ~ u:11380
Maybe kind of stupid question, but is there a sprite that ends the level when you beat all enemies in it?
Use the level ender sprite. It's included in Spritetool.

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<blm> zsnes users are the flatearthers of emulation
Pages: « 1 2 3 4 5 6 7 8 9279 280 »
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