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?!
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supercharizard64
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Re: Askorium

Post 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".
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Time Traveler
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Re: Askorium

Post 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)
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Chdata
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Re: Askorium

Post 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?
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Blinx
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Re: Askorium

Post by Blinx »

Yeah TT, how can we know now that you've changed your avatar? :/
asdf
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Chdata
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Re: Askorium

Post 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)
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yoshicookiezeus
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Re: Askorium

Post by yoshicookiezeus »

You mean the boost blocks?
Oni
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Re: Askorium

Post 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.
Crimson
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Re: Askorium

Post 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.
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AnimeRules
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Re: Askorium

Post by AnimeRules »

There is an option in the OW editor that allows you to disable the scrolling by pressing start.
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Crimson
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Re: Askorium

Post 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.
kuposan3
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Re: Askorium

Post 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?
Oni
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Re: Askorium

Post 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?
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yoshicookiezeus
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Re: Askorium

Post 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.
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Re: Askorium

Post by Blinx »

Hey yo, I got a question.

how does one go about ASM hacking a rom that isn't SMW?
asdf
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raocow
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Re: Askorium

Post 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.
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FroggerbobT
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Re: Askorium

Post 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...
My youtube channel: http://www.youtube.com/user/FroggerbobT

Will be posting videos of my level as work progresses on it.
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yoshicookiezeus
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Re: Askorium

Post 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?)
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Argumentable
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Re: Askorium

Post 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
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FroggerbobT
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Re: Askorium

Post 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.
My youtube channel: http://www.youtube.com/user/FroggerbobT

Will be posting videos of my level as work progresses on it.
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raocow
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Re: Askorium

Post 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?
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DaxterSpeed
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Re: Askorium

Post 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.
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yoshicookiezeus
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Re: Askorium

Post by yoshicookiezeus »

No, there is a patch for it on SMWC. And it does not involve Spritetool.
DaxterSpeed
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Re: Askorium

Post 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.)
kuposan3
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Re: Askorium

Post 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?
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FroggerbobT
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Re: Askorium

Post by FroggerbobT »

how do you get gfx 32 out? all i can find is the AllGFX bin.
My youtube channel: http://www.youtube.com/user/FroggerbobT

Will be posting videos of my level as work progresses on it.
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