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Maybe you chose the wrong option in the "direction to enter from" box.
Yoshiegg Powerup Expansion
It's a patch about getting powerups other than a mushroom from Yoshieggs...
It's currently fully functional, but I'm still taking suggestions and want to fix any possible bugs...


Originally posted by majora211
Maybe you chose the wrong option in the "direction to enter from" box.

I have, and it is set up the same way as the other identical except name as another exit I have that works.
So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


Hi guys, How do I make a custom title screen? And no, not making custom mario moves for the title screen, I mean actually editing it, and replacing it with my own title and graphics. Thanks if you can help :D

Originally posted by camoslash
Hi guys, How do I make a custom title screen? And no, not making custom mario moves for the title screen, I mean actually editing it, and replacing it with my own title and graphics. Thanks if you can help :D

Go to your OW Editor>File>Title Screen>Load Title Screen
Then edit it like your overworld, or levels. Hope this helps.
So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


You'll have to edit the graphics for the SUPER MARIO WORLD text yourself.
If you want to change other things (like the file/players select, etc.), you'll need an ASM patch.
Your layout has been removed.
Alright, thanks you guys!

I'm editing the overworld of my first hack, but I can't help but notice that in lunar magic alone, you can only use graphic stuff from Super Mario World. But I've seen other hacks where some levels, sprites, and overworld graphics from other mario games are used.

For example, in the featured hack "Luigi and the Island of Mystery", a Super Mario World styled sprite of Luigi is running through levels from Super Mario Bros 2.

How do I incorporate graphics and tiles from other mario games into lunar magic?
Originally posted by MonkeyMan
I'm editing the overworld of my first hack, but I can't help but notice that in lunar magic alone, you can only use graphic stuff from Super Mario World. But I've seen other hacks where some levels, sprites, and overworld graphics from other mario games are used.

For example, in the featured hack "Luigi and the Island of Mystery", a Super Mario World styled sprite of Luigi is running through levels from Super Mario Bros 2.

How do I incorporate graphics and tiles from other mario games into lunar magic?


All of that is inserted by ExGFX, custom sprites, and blocks. They can be downloaded from the site, and you can check the tutorials section and the Forums for info on how to insert them.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
I'm having a hell of a time finding the proper layer 2 tiles to neatly detail the outline of the water on my piece of land.

Unlike the tiles in the palettes, you cannot rotate the tiles copied from the original overworld map... or can you? If so, what buttons on the keyboard can rotate the selected tile(s) from the original overworld map before you paste it onto your custom overworld?
I have a kind of n00bish question about ASM. You can load and store values from adresses, correct? Well, I have a theory, can you expand the ROM and use the new space for ASM adresses? I would like to know, because many things could be done ASM-wise with a 4MB SMW ROM! Sorry for the question, I'm new to ASM.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
I've seen a bzillion tutorials that demonstrate how to use the
"YY-CHR" tool to insert ExGFX into levels, but what about the overworld? What is the name of the tool that I will need to insert ExGFX from other games onto my overworld map?
Originally posted by MonkeyMan
I've seen a bzillion tutorials that demonstrate how to use the
"YY-CHR" tool to insert ExGFX into levels, but what about the overworld? What is the name of the tool that I will need to insert ExGFX from other games onto my overworld map?


You insert them like normal ExGFX, and then change which GFX files a certain OW uses under Overworld/Change Submap FG graphics. Then select the submap you want to change the GFX files for, and change them as needed.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
In the original Super Mario World game, there were a total of 96 levels, and 7 worlds plus the star world. I assume that's the limited number of levels and sub maps you can hack with... or is it possible to add more custom maps and make maps bigger?

Also, would it be easier if I modify all my game's levels first, and then edit my overworld map and program the levels with the overworld map's events?
I want to replace Marios graphics.
Problem is I need more space, so I applied that xkas 32x32 mario tile patch. Everything works fine so far except one problem: While walking/running/flying the 16x16 tiles for Marios head stay the same, while only his knees are animated. Is there an asm hack thingy smth. which gives marios head 3 "frames" for animation just like his knees?

My custom character has parts of his body in the upper "head" tile of marios gfx and the movement animation doesn't work if the head tile stays the same.
@MonkeyMan - No, you can have a total of 105 levels on the OW. however you can have up to 127 events. However it would require massive amounts of asm to just make one of parts of the OW bigger or Make a new Submap, it WOULD be possible but it would take a very long time.
I change my layout every 4-5 months
Hey, I am trying to add custom sprites using Romi's Sprite tool, but I can't seem to get it to work. It says I need a spritelist but I can't find it, but when I just add the sprite to the same file, it says it contains invalid data. How can I get this to work?
(PS I have seen tutorials on YouTube but they are for Sprite Tool 1.35 and I can't find it on SMWCentral)
If you can explain to me how to find ST 1.35 instead I would be happy.
So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


I don't want Baby yoshi to grow instantly when he eats a powerup. Do anyone know a way to disable this? I checked in the rom map and found nothing.
Originally posted by steeledminer
Hey, I am trying to add custom sprites using Romi's Sprite tool, but I can't seem to get it to work. It says I need a spritelist but I can't find it, but when I just add the sprite to the same file, it says it contains invalid data. How can I get this to work?
(PS I have seen tutorials on YouTube but they are for Sprite Tool 1.35 and I can't find it on SMWCentral)
If you can explain to me how to find ST 1.35 instead I would be happy.

You need to create a sprite list yourself, a text file named whatever you want (like sprites.txt). That is what you put the sprite numbers and *.cfg files in. So like, for example:
Originally posted by The Spritetool Readme
11 birdo.cfg
1A venus.cfg
1B boomerang_bro.cfg
1C boomerang.cfg
20 para_beetle.cfg
C4 diag_bill.cfg
D2 generic.cfg
Then you point Spritetool to that *.txt file.
Your layout has been removed.
Originally posted by tmercswims
Originally posted by steeledminer
Hey, I am trying to add custom sprites using Romi's Sprite tool, but I can't seem to get it to work. It says I need a spritelist but I can't find it, but when I just add the sprite to the same file, it says it contains invalid data. How can I get this to work?
(PS I have seen tutorials on YouTube but they are for Sprite Tool 1.35 and I can't find it on SMWCentral)
If you can explain to me how to find ST 1.35 instead I would be happy.

You need to create a sprite list yourself, a text file named whatever you want (like sprites.txt). That is what you put the sprite numbers and *.cfg files in. So like, for example:
Originally posted by The Spritetool Readme
11 birdo.cfg
1A venus.cfg
1B boomerang_bro.cfg
1C boomerang.cfg
20 para_beetle.cfg
C4 diag_bill.cfg
D2 generic.cfg
Then you point Spritetool to that *.txt file.

It said I inserted them successfully, but i can't find the sprites in lunar magic... What happened?
So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


Now you have to manually insert them. Once again,
Originally posted by The Spritetool Readme
If everything goes okay when you run the program, you will see a message saying "sprites inserted successfully". The sprites are now inside your ROM, and now it's time to use them. The custom sprites can be inserted with Lunar Magic. To do so, make sure Lunar Magic is in sprite mode. Hit INS to bring up the "Add Sprite Manual" dialog. In the "command" field enter the number of the custom sprite (with the example sprites.txt, 11 if we wanted a birdo, 1A if we wanted a Venus Fire Trap, etc). In the "extra info" field, enter the value 2 or 3 (see below on when to use each value). Do whatever you'd like with the remaining fields and hit ok. In Lunar Magic, the custom sprite will not look any different than the regualr sprite of the same number. For this reason it is useful to view the sprite data, which is easily found in the Lunar Magic menu (View > Sprite Data). X2 or X3 on the top row will indicate a custom sprite.

So what's the difference between the values 2 and 3 in the "extra info" field? Open the .asm file of the sprite (this is just a text file). Near the begining there will be a line reading "Uses first extra bit". For sprites that say "NO", you should always use the value of 2. For sprites that say "YES", there will be a description of a behavior that will be present if the first extra bit is set. You should use the value of 3 if you want this behavior, and 2 if you don't.


Please next time read the readme first.
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