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Re: Askorium
Posted: 11 Oct 2009, 19:46
by supercharizard64
yayz, i deleted and accidentally saved the overworld i wasnt going to change at all.. :( but the advice was helpful, just that i dont know where the check box is for "passed the level".
Re: Askorium
Posted: 11 Oct 2009, 20:01
by Time Traveler
supercharizard64 wrote:but the advice was helpful, just that i dont know where the check box is for "passed the level".
Select the level with the Layer 1 editor, then press the little yellow level circle button at the top of the screen to open the "Modify level tile settings" menu. It's the same one you use to set which level number the tile represents, and what event the tile triggers. There should be a bunch of check boxes there, one of them being "Level has been passed." Like I said though, moving the Mario sprite around using the Sprite editor might be more efficient. (the sprite editor is the little lakitu head button)
Re: Askorium
Posted: 11 Oct 2009, 20:47
by Chdata
Question: How exactly does the item memory index stuff work? I read in the lunar magic help file that the entry sublevel needs it set to 00, then the next sublevle would be 01, then 02 and etc, otherwise you might have things mysteriously already be collected.
Then I remembered that level raocow Lped of the Vips with the clock doors that take you to the same room with invertedesque colors.... did they do that by setting both of the item indexes to 00?
Re: Askorium
Posted: 13 Oct 2009, 01:17
by Blinx
Yeah TT, how can we know now that you've changed your avatar? :/
Re: Askorium
Posted: 13 Oct 2009, 06:28
by Chdata
In the old blocktool, what are the names of those blocks commonly used in automatic levels? The ones that have the little ding noise and you can move through them. (I'm sure you move through them because they act like tile 25)
Re: Askorium
Posted: 13 Oct 2009, 15:24
by yoshicookiezeus
You mean the boost blocks?
Re: Askorium
Posted: 14 Oct 2009, 14:51
by Oni
Looks like my idea's been done for the most part:
http://www.smwcentral.net/?p=thread&id=6912
Discouraging, but pretty cool too.
Re: Askorium
Posted: 15 Oct 2009, 12:56
by Crimson
Just to make sure before I start trying to make something -
I should be able to "border off" the overworld with disabling the map exploring, making it seem like there's more sub-maps than there is, right?
The overworld gimmick that I'm thinking of really needs more sub-maps than the game gives you.
Re: Askorium
Posted: 15 Oct 2009, 13:58
by AnimeRules
There is an option in the OW editor that allows you to disable the scrolling by pressing start.
Re: Askorium
Posted: 15 Oct 2009, 20:34
by Crimson
Is there anyway to double the size of how the pieces appear in the '8x8 Overworld Tile Selector' window?
I really can't see what the hell I'm selecting, and I have pretty good eyesight.
Re: Askorium
Posted: 16 Oct 2009, 13:03
by kuposan3
I have a question:
Is there a way to change the enemy names in the second half of the credits?
Edit:
For the disco ball the lights up dark rooms, is the sprite when the light is off separate from the others or is it part of the disco ball's animation when the lights are on?
Re: Askorium
Posted: 17 Oct 2009, 05:53
by Oni
I've been playing around with YY-CHR creating sprites to paste over mario's in AllGFX.bin, and created something I liked. I changed the colors in row one, created Link, and then pasted it over. It turned out like this exactly:
http://img266.imageshack.us/img266/2558/whato.jpg
So my question here is, for mario, am I limited to that first row of colors only (circled)? If so, is there a way to change it permanently to something custom? I remember reading about changing colors in LM and I found the palette editor (Star icon) and I can see the colors that I can change, but is there an easier way to do it? Custom palette for mario maybe?
Edit: Ohoho! Much easier to do this than I imagined.
http://img26.imageshack.us/img26/2163/65045393.jpg
Now my question is, does anything else use marios palette that doing this will mess with? Is this a reliable means of coloring every sprite I edit?
Re: Askorium
Posted: 17 Oct 2009, 09:20
by yoshicookiezeus
Oni wrote:Now my question is, does anything else use marios palette that doing this will mess with? Is this a reliable means of coloring every sprite I edit?
Actually, the way you changed those colours was a way that will not mess up any other sprite with the same palette, as no sprite other than the player one uses colours of palette 8 beyond colour 6. However, you generally want to be careful when changing the global palettes: there are very many sprites that share the same ones. If the palette a sprite is using doesn't have the colours you want, the best option is to simply use Tweaker to change which palette the sprite uses.
Re: Askorium
Posted: 17 Oct 2009, 15:32
by Blinx
Hey yo, I got a question.
how does one go about ASM hacking a rom that isn't SMW?
Re: Askorium
Posted: 17 Oct 2009, 17:06
by raocow
Hey, ah, I've seen a few hacks where there is no reserve items. Like, you get a powerup while big or having another power-up, and nothing happens. Is that a patch or do you need some actual trickery for that.
Re: Askorium
Posted: 17 Oct 2009, 17:16
by FroggerbobT
raocow, if you search around in the patches thing at SMWC, there is a patch to do that. (i think. theres so many patches there...)
Also, how did you change Mario into Demo? I can't seem to find the graphics in YYCHR and I can't insert the graphics because my spritetool doesn't want to work with lm165...
Re: Askorium
Posted: 17 Oct 2009, 17:35
by yoshicookiezeus
FroggerbobT wrote:I can't seem to find the graphics in YYCHR
GFX32 for most of the Mario graphics, and GFX00 for a few other bits and pieces.
(Also, since when is Spritetool needed to insert graphics?)
Re: Askorium
Posted: 17 Oct 2009, 17:37
by Argumentable
Because the graphics are often called "sprites" so one would make the logical jump that to insert these sprite graphics, you need sprite tool
Of course its wrong, though
Re: Askorium
Posted: 17 Oct 2009, 19:36
by FroggerbobT
Actually, it's because SMWC tells you that to change mario and his animations, you need to get new GFX bins and insert them with spritetool. Note that this was buried 30+ pages into a sticky thread with over 100 pages of stuff.
Re: Askorium
Posted: 17 Oct 2009, 20:27
by raocow
I just changed gfx 32 with good ol' yy to make Demo.. Maybe they thought you meant something like change Mario's graphic for a single level or something?
Re: Askorium
Posted: 17 Oct 2009, 20:52
by DaxterSpeed
raocow wrote:Maybe they thought you meant something like change Mario's graphic for a single level or something?
Only the Japanese hackers have figured out how to do that.
Re: Askorium
Posted: 17 Oct 2009, 21:03
by yoshicookiezeus
No, there is a patch for it on SMWC. And it does not involve Spritetool.
Re: Askorium
Posted: 17 Oct 2009, 21:26
by DaxterSpeed
yoshicookiezeus wrote:No, there is a patch for it on SMWC. And it does not involve Spritetool.
Is it possibly 'Mario ExGFX + Animated Tile ExGFX v1.0'?
Haven't noticed that one before now.
(*facepalm* I'm being stupid today. Should probably just stop posting.)
Re: Askorium
Posted: 18 Oct 2009, 02:21
by kuposan3
I think my questions were skipped over, but I also have a new one:
How do you edit the reznor boss fight?
Old questions:
Is there a way to change the enemy names in the second half of the credits?
For the disco ball the lights up dark rooms, is the sprite when the light is off separate from the others or is it part of the disco ball's animation when the lights are on?
Re: Askorium
Posted: 18 Oct 2009, 02:35
by FroggerbobT
how do you get gfx 32 out? all i can find is the AllGFX bin.