Askorium

do you like them video games? what about those there romhacks? well pop on in here and talk about them then! what are you waiting for?!
limepie20
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Re: Askorium

Post by limepie20 »

Look up a tutorial on ExAnimation if you haven't already. You just insert the exgfx with the animation frames and in the purple poison mushroom thing put the exgfx in AN2 or whatever it's called (the thing at the bottom). Then animate it with the button that is an smb3 block. That was an atrocious description by the way. Try a tutorial on it specifically. If that's not good enough maybe someone can help. I can't because I need to get on a computer to type more easily (which I'm not).
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Isocitration
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Re: Askorium

Post by Isocitration »

Anyone know where I can find a poison mushroom custom sprite that actually stays still when placed directly on the ground unless moved by a cape or something? I've already checked the only poison mushroom (that I could find) on SMWC and that one just starts moving automatically. I've also checked a customizable mushroom sprite, but that auto moves as well.

I've seen it used in several levels in Cool or Cruel so I know it must exit somewhere!

Edit: Never mind, the one that comes with sprite tool is apparently the one I wanted. Should have guessed.
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cynderfyre
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Re: Askorium

Post by cynderfyre »

So I'm completely new to lunar magic and rom hacking and whatever.

All right. I got some exgfx things inserted into lunar magic, and now the regular graphics look really weird. I guess that's supposed to happen, but how do I get rid of the current background objects and put in the new ones? Or, if it's possible, can I make the regular graphics not look messed up?
yo.
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Moosh
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Re: Askorium

Post by Moosh »

So I tried using a couple versions of Addmusic recently and when I set the music and tested the level it went completely silent and dying lead to a black screen. According to a FAQ on SMW Central this is typically a sign that you need to use AddmusicM, but even when I used that version the problem persisted. What's the deal with airline food?
limepie20
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Re: Askorium

Post by limepie20 »

cynderfyre:
Try looking for some exgfx tutorials on smwc if you haven't already.

Moosh:
It could be a multitude of things. Maybe the music didn't insert. Did AddMusic give you any errors? If you are using HuFlungDu's AddMusic (which I recommend), try putting "addmusic.exe romname.c -se" into it before inserting normally. Or maybe there is something wrong with the music you are inserting. If that stuff doesn't work, try posting the music incase it's bad.
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cynderfyre
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Re: Askorium

Post by cynderfyre »

all right thanks limepie. now i have all the tutorials i need to get started!
yo.
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Moosh
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Re: Askorium

Post by Moosh »

limepie20 wrote:Moosh:
It could be a multitude of things. Maybe the music didn't insert. Did AddMusic give you any errors? If you are using HuFlungDu's AddMusic (which I recommend), try putting "addmusic.exe romname.c -se" into it before inserting normally. Or maybe there is something wrong with the music you are inserting. If that stuff doesn't work, try posting the music incase it's bad.
I have been using HuFlungDu's Addmusic and I believe I tried both with and without the -se at the end (the instructions that came packaged didn't say to put -se IIRC). I don't believe it returned any errors but everything scrolls by so fast when I run it that it very well may have without me noticing. I doubt it's the music itself that's bad because I downloaded a random song from SMW Central as a test and that one didn't work either.
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Argumentable
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Re: Askorium

Post by Argumentable »

Moosh wrote:So I tried using a couple versions of Addmusic recently and when I set the music and tested the level it went completely silent and dying lead to a black screen. According to a FAQ on SMW Central this is typically a sign that you need to use AddmusicM, but even when I used that version the problem persisted. What's the deal with airline food?
If this is your box item I think thats the one I swapped songs out for cause I didnt like limepies pick for some reason. If you cant fix it I can give you a new song.
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limepie20
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Re: Askorium

Post by limepie20 »

Whoa, whoa, whoa. Don't be swapping out my stuff. I chose my music on purpose!

Moosh, so if it isn't that stuff, I guess write a step-by-step thing of what you do or maybe someone smarter knows my problem.

And argu don't be out my stuff what the heck man???
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cynderfyre
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Re: Askorium

Post by cynderfyre »

okay another question. i'm attempting to insert a custom sprite, the flame chomp thing from smb3, and it doesn't look like it's supposed to. it just looks like weird boxes with alternating numbers from like 1 to 3 or something, and in lunar magic it shows up as a red x. none of the sp things in super bypass thing makes it look like it's supposed to in the game, although in sp1 it looks like it's supposed to in lunar magic.

so, does anyone know what i'm doing wrong?
yo.
limepie20
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Re: Askorium

Post by limepie20 »

The sprite is inserted fine, you just need to put in the right graphics. Did the sprite come with any exgfx? You may need to insert that.
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cynderfyre
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Re: Askorium

Post by cynderfyre »

yes it did. i tried putting the graphics file in, but when i go to super gfx bypass and try to insert it in one of the boxes for sprites it doesn't work.
yo.
limepie20
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Re: Askorium

Post by limepie20 »

Did you put the file in a folder called "ExGFX" in the same folder as a Tom and press the mushroom for inserting exgfx first?
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cynderfyre
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Re: Askorium

Post by cynderfyre »

oh i did not. it's in a folder called "ExGraphics"; does it have to be named "ExGFx"? also, i don't know what you mean by a tom, and i did press the mushroom but its location is probably the problem.
yo.
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Paralars
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Re: Askorium

Post by Paralars »

your graphics file needs to be put in the folder "ExGraphics" and be called "ExGFX***.bin", replace the *** with a number above 80 that's not used yet.
In Lunar Magic, you use the (I believe yellow) "quick insert exgfx to rom" mushroom button, then open the super gfx bypass dialogue and put the correct number of your graphics file (the ***) into the correct sprite slot.
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cynderfyre
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Re: Askorium

Post by cynderfyre »

okay well thanks guys i finally got the sprite to look correct. however, now all the other enemies look screwed up! in super gfx bypass i have it under sp1 (i'm using level 105 to test everything if that makes a difference), which is the only slot it will look right.
yo.
limepie20
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Re: Askorium

Post by limepie20 »

Yeah that's because SP1 has the normal koopa and goomba and other graphics. If you want them instead. Well, I would tell you how to fix it but I hate typing on my phone so I guess I'll leave it to someone else to help out or link you to some tutorial. Also, a tom is me typing badly.
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Paralars
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Re: Askorium

Post by Paralars »

I'm assuming you mean sp2, sp1 has the graphics for items and powerups.

The graphics work like this:
You choose a graphics file for every slot, and those fill up the 8x8 tile map, which you can view in lunar magic.
The sprites you put in your level use the graphics from that 8x8 tile map. Which place a sprite takes its graphics from is determined by the programming of the sprite.
Now, if you put your custom graphics file for your custom sprite into sp2, all other enemies that use sp2 will now use the same graphics file, and look garbled.

If normal and custom sprite both use the same graphics slot (sp2), but not the exact same tiles, you can create a new graphics file that will cover both sprites correctly.
If they use the exact same tiles, you can't have both in your level with different graphics. You'll either need to redesign your level or meddle with the sprites' programming.

I might help you with a graphics file to match both sprites, just upload the exgfx file for your custom sprite and tell me exactly which other enemies you'll need to look correctly.
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cynderfyre
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Re: Askorium

Post by cynderfyre »

oh okay. i don't know what i need or don't need for enemies right now, so i'll just use the ones that work correctly. but for future reference, how can i learn to make the sprites work together? you mentioned it was a programming issue, so would i need to learn some computer programming? also, sorry about the sprite slot confusion. i meant to type sp4, which is the slot it DOES work in, not sp1. somehow i got the two confused. but now i know why it's all screwed up, and that i actually did it right!
yo.
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pholtos
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Re: Askorium

Post by pholtos »

I'm sort of in the same boat as a lot of people. I have a box... but don't really know what to do with it.
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Argumentable
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Re: Askorium

Post by Argumentable »

cynderfyre wrote:oh okay. i don't know what i need or don't need for enemies right now, so i'll just use the ones that work correctly. but for future reference, how can i learn to make the sprites work together? you mentioned it was a programming issue, so would i need to learn some computer programming? also, sorry about the sprite slot confusion. i meant to type sp4, which is the slot it DOES work in, not sp1. somehow i got the two confused. but now i know why it's all screwed up, and that i actually did it right!
More of a general answer

You can actually use YY-CHR to edit the graphics file and mesh graphics that way by simply copying and pasting what you need from one file to another. It's really simple because if the graphics take up the same block, then you can't use them together (well, you can, but that involves some programming shit that's probably not worth the trouble)

Here's a bit of a process for merging your ExGFX file with existing SMW graphics (or two SMW graphics or whatever)
1) Extract GFX
2) Find which tileset(s) you want to use enemies from and open those files at the same time
3) Copy and paste the graphics into the exact same slot
4) Save as a new file named ExGFX##
5) Insert ExGFX

If you're wanting to change which graphic tiles an enemy uses, well, it's generally a lot easier for custom sprites so I'll just go over that a bit real quick

Generally when you open up a custom sprite's ExGFX file you'll want to search for the "Graphics Routine" section. Sometimes it might say something like "tilemap" sometimes it might not say anything at all cause some people assume everyone else knows asm. It generally helps to have YY-CHR open as well to make it easier to find the files as it does label the tile in there as well. If it's a sprite that uses SP4, though, you'll have to add 8 to the first number (keeping in mind that after 9 the numbers continue A-F, so tile 42 would become C2)

You'll probably find something that says $##, so you can just ctrl-F to find that tile and it'll work 9 times out of 10 to find the part where it labels what parts of the graphic file are used. Just change those numbers to the new spot (again, double checking in YY-CHR will help) and there you go.

Changing actual SMW enemy graphic files involves using a hex editor and looking up a bunch of values. You can look up that shit on SMWCentral yourself cause there's no way I'm gonna tackle that when all most people will probably need is changing custom sprite graphics

Edit: I feel like I should teach a lunarmagic class where people can actually ask questions on the spot. Might be an interesting stream idea
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Frozelar
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Re: Askorium

Post by Frozelar »

I am pretty confused about how to use Tessera. I'd like to insert this hammer bro. I installed Perl and the other thing it told me to install in the readme. I also put the hammer bro .asm and .cfg in the "regular" folder and ramdefines.asm in the main Tessera folder like it told me to. Then I made a .txt file and put this in it: "06_2 hammerbro.cfg" because I want it inserted as the sixth sprite and it has an extra bit of 2. Right? I got kinda confused with that. Anyways, then I copied the command prompt to the folder and typed "Tessera.pl -r magl.smc -l stuff.txt" (magl.smc being the rom and stuff.txt being the sprite list). Oh also, I did the exgfx thing with the .bin file earlier, so that's taken care of. Then I went to the rom in Lunar Magic, hit insert, set the Command to 06 and the extra bit to 2. I also tried extra bit 0, 1 and 3, changing the extra bit in stuff.txt respectively.

What did I do wrong? Thanks.
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cynderfyre
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Re: Askorium

Post by cynderfyre »

okay thanks argumentable. i'll try that out sometime when my brain's not fried from all this learning how to use lunar magic business.
yo.
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Raximus
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Re: Askorium

Post by Raximus »

I'm having a problem with the graphics given to me in the MAGL box. I went through the process of inserting the gfx into my ROM and it's not showing up in the 16x16 tile map editor. I followed different tutorials resulting with the same issue. All I'm seeing are empty squares instead of the gfx (which are pipes). Any ideas on how to fix it?

Here's what it looks like.
1nogfx.jpg
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limepie20
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Re: Askorium

Post by limepie20 »

It seems like you aren't putting the exgfx in the right slot. Is it BG2 or BG3?
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