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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Somewhat n00bish questions...
  
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Cirvante
Posts: 6/80
Originally posted by Kyouji Craw
(because LM's built-in tile editor kinda sucks and isn't terribly good when switching between several different things).


I totally agree.
And it's kinda hard to fix something that you didn't want to paste over.


*starts working on hack*
Damn! I went back to making my beach level, and when I loaded the ExGFX, the slopes got all glitchy and in the wrong palette! What's up with that?
Alastor the Stylish
Posts: 5706/7620
See the thing is, you'll need to use ExGFX files that are mostly the same as the normal GFX files that are in those spaces, only with new things over the things you don't use in those levels.

As for what ZTaimat said, you CAN edit them in LM if you load the graphics in to a level, but it probably would be better to use an external tile editor like YY-CHR (because LM's built-in tile editor kinda sucks and isn't terribly good when switching between several different things).
Cirvante
Posts: 5/80
And how exactly would I do that? I can't insert anything else; BG1 is the space tileset, FG3 is the doomship foreground, changing FG2 glitches my background, and changing FG1 glitches Yoshi coins, some blocks and pipes.

@ZTaimat: You mean all I have to do is open the files in YY-CHR, edit them or whatever and then reinsert them in LM? Because as far as I know, you can't edit OW tiles in Lunar Magic itself.
Alastor the Stylish
Posts: 5701/7620
What are you talking about? He never once mentioned the overworld.
ZTaimat
Posts: 68/128
Heh...

4) To make OW tiles, open the OW GFX in lunar magic, (GFX1C,1D,1E) change it then:

1] press F9

2] Click "insert GFX (Green 'shroom icon)

3] Exit LM and re-open it to see if your changes are made.

Dances around chanting: I'm smarter than KC!!
Alastor the Stylish
Posts: 5700/7620
I see... I was slightly confused there. You didn't say exactly what you meant. Yeah, you can't really add new things to GFX files. Be careful replacing the bush tiles, though, because if you do, it means you'll also have to overwrite the default castle entrance with something else or else it'll look fairly awful, since the castle entrance uses a bush. This isn't at all difficult, mind you, it's just unnecessary work. Honestly, I would just put the new stuff in ExGFX.
Cirvante
Posts: 4/80
No, Kyouji. I did use F9, and it still happens! I think it's because the GFX file won't accept any more data (the GFX files were already 4 KB in size). However I redrew the tiles and replaced them with the bush tiles, and that seems to work.

@Super Koopa and Smallhacker: Hey, thanks! I'll put you in the 'Special Thanks' section of the end credits
Alastor the Stylish
Posts: 5698/7620
I wish I had the time to explain everything, but eh, I'm in class right now, so I'll just do the easiest
Originally posted by Cirvante
4) Other tiles that I made myself also disappear when I reload the ROM; maybe it has something to do with putting them in blank spaces?
Press F9 to save it. It doesn't automatically, or when you save the level.
Smallhacker
Posts: 1477/2273
Originally posted by Super Koopa
1) I believe he used block tool, something called animated hurt blocks

The others i cant answer

He didn't use BT. As far as I know, the animated hurt blocks in Block Tool was created so that people could make their own flame throwers like in TLC.
Super Koopa
Posts: 22/39
1) I believe he used block tool, something called animated hurt blocks

The others i cant answer
Cirvante
Posts: 3/80
I need to know a few things in order to make my hack better. I would greatly appreciate it if you guys could help me.

1) How did FuSoYa manage to make those flamethrowers on his doomships? Did he use ASM, or Blocktool and custom animations?

2) How can I edit the overworld tiles? (e.g. make new tiles, replace them, make them trigger certain events)

3) I'm having palette problems in a particular level I'm making. I'm trying to create a space doomship (okay, six) and just can't get the palette (DWTLC.zst) to work correctly. The doomship's color is OK, but the space background (a YI rip) was really weird; the clouds were red with purple shadows, and the water was all messed up. I've tried remapping the colors, and it works, but the changes aren't saved when I save the palette and GFX.

4) Other tiles that I made myself also disappear when I reload the ROM; maybe it has something to do with putting them in blank spaces?
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