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How to make things change their colors constantly?
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Um...I know I'm not being specific enough, but, how do I make things change their colors like Yoshi coins, I have seen that in many hacks, it seems to be simple, and I think I have even seen on vanilla hacks, but I'm not sure.
Anyway, I want to do something like this.
I know it has something to do with ExAnimation, but I have no idea of what to do.



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This user is a noob. :c
ExAnimation, yeah, "Type: Palette" to be exact. In the frames, put in the SNES values for the colors of the animation (you can use the palette editor to convert them; the SNES value for each color shows in the bottom bar).

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You're right in your guess that it has to do with ExAnimation. In the "Type" dropdown of the ExAnimation window, select one of the palette options near the bottom.



"+ Working" means the game will copy the palette animation to RAM, which may fix a few issues with fading at the cost of a bit more processing time.
"Stop on Fade", of course, means the animation will stop during the end level fade (otherwise, it won't fade correctly).
"Back Area Color" is pretty self-explanatory.

For these options relating to these:
"Destination" is the color number of the first color you want to animate in the palette table.
"Colors" is the number of colors you want to animate; this gets a bit confusing if you set it to more than one, so for starting out I just recommend doing one color per animation slot. If you really need more than that, look at LM's help file for more information.
"Frames" is how many colors you want to cycle through.
Lastly, the frame boxes are for the SNES RGB four-digit color values you want to use; just create the color in LM's palette editor and copy the value from there.
When you have all that put in



"Palette Rotate ____" will shift a set of colors, looping back to the other side when they reach one end. It works a bit differently than the other options:
"Colors" is the number of colors to rotate (usually no more than 0xF).
"Destination" is the first color to rotate.
"Frames" is how many frames to wait before rotating, minus one (i.e. 1=immediate, 2=every other frame...).
The frame boxes are ignored.

"Rev on Trigger" is pretty self-explanatory, it'll cause the palette to rotate the other direction when whatever trigger you're using is set.



edit: ninja'd, but here's some more information I guess

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Well, thank you guys.
That really helped and it worked just fine. c:

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This user is a noob. :c
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