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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 - Bit of help please . .
  
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HyperLamer
Posts: 5466/8210
You should always keep a fresh copy. If you have problems with accidentally overwriting it (like I did ) you should mark it read-only too.
SoNotNormal
Posts: 5/793
LOL I have no fresh copies of the rom, but Ill find it, thanks very much =)
FuSoYa
Posts: 208/255
You mean this one?

"The GFX in the ROM are still stored in 3bpp format. If you want to preserve them, you should extract the GFX before doing this and then re-insert them afterwards so the program can store them as 4bpp as well. Unless for some reason you actually like looking at garbled graphics... Proceed anyway?"

Translation: Hit the button with the red mushroom, then the green one, and then you can play with the blue and yellow ones as much as you want.

To restore the GFX in a ROM after you've already garbled them: Open a fresh copy of the ROM in LM, hit the red mushroom, move the graphics folder into the same folder that your garbled ROM is in, open the garbled ROM in LM, hit the green mushroom, and reload any level.
SoNotNormal
Posts: 4/793
Great, I finally get it now, thanks everyone Oh, quick thing, if I wanted different graphics for my overworld, (like say SMB3 or something) would I do something with a save state of that ROM? Heard something about that earlier, but didn't quite get it.

EDIT: Never mind, I get that. I just downloaded the YI stuff for ExGFX workshop, but when I follow all the steps, and click on the yellow eggs, it says a whole speech, then it asks *Proceed Anyway?* I hit yes, and my graphics become all jarbled and messed up. What am I doing wrong??
Keikonium
Posts: 1474/-2459
You mean like some of the paths in donut plains in the original game? If so, they are just regular layer 1 tiles. When you're in layer 1 mode (the mode you use to create the land masses), just open up the 8x8 editor. Go to palette 4. Yyou will see peach paths, and then green paths a few lines below the peach ones. Just select a tile, and paste it like any other tile. Then just assemble them into paths like the peach ones. It's really very simple to create an overworld once you get the hang of it.

Hope that helps.
SoNotNormal
Posts: 3/793
Thanks for all the help guys, I've done everything, but I still have a problem with lighting the paths up - everything else I get =) could someone please post an idiots guide to making the paths/events? That even I could understand? =P thanks a lot in advance!

EDIT: Never mind, just discovered I'm not that much of an idiot - but one quick question - I did all the events, the paths appear fine, but how to I make the paths appear dark AT FIRST? Like, when you load up the game (original) you can see all the paths and levels, but the path is dark. How do I make the path dark? I can only make the levels dark, but not the path.
Darkmatt
Posts: 206/212
1. Yeah. It's a pain. But with flexability, comes complications.
2. This is gonna be a while. First, go to Event mode (~ I think.) and use HOME/END to cycle through events. As you do so, you will see paths light up. (To do this faster, use Page down/up.) When you have adjusted to the event you want to use. Pop open the event tile window. And cycle down about 6 pages. You'll see paths and misc. stuff.

Make sure you get priority down. Because an event happens in the other the tiles are layed down.
3. Yeah. You can't change 1 and leave one alone. What sucks more is that the midway can't be on a different level other then the level you start at.
4. There is EggVine. Just follow the link Keikonium put. It's not that user-friendly, but it gets the job done. Holy crap. It's been a freaking year since a release was made!!! OMGWTFBBQ?!?

5. Go to the secendary entrance window. Select the secendary entrance you're having problems with. And change the BG to like 00 or something lower then what's set if possible. (You can do this with FG too.)
6. Currently, it's impossible to import your own music. But an old version of Demo World (It's where LM is.) has SMB3 music. And you can base your hack off that.

Seriously I don't even know it BlackHole is moving on anymore.
7. Like Keikonium said. Some are pre-ripped at the ExGFX Workshop. But if you want to make your own. You need a decompressor....which I did not know. XD
Keikonium
Posts: 1468/-2459
1. Yep. Use the layer 1 8x8 tiles to create a new overworld.

2. You make the paths light up using Layer 2 events. It is explained in detail in the LM help file. Please read that first and then ask here again if you still need help. If you read it really well and follow the instructions, then you shouldn't need anymore help with this matter.

3. Yes they are. I'm not sure why it's like that, cause it sucks, but there is no way (that I know of) to have the two at different X's and Y's.

4. Eggvine is the YI editor. It doesn't show graphics, but if you are determined to hack YI, it is a very good editor. Here is a link to it: Eggvine. And here is a link to an awesome hack made with Eggvine: SMW2+

5. Change the BG initial position around (under level header I think), and it may fix the problem.

6. By basing your hack off of SDW, which can be found at FuSoYa's Site. Just google his name and you will find it. Iif you want your own music, Blackhole89 was working on an editor called Solar Soundtrack that looked very promising. I'm not sure about its current status tho.

7. Go to FuSoYa's site. There is a program called YCompress. It will extract almost all of the YI graphics and sprites from the YI Rom. I hope thats what your looking for.

Hopefully this helps you. Good luck.

EDIT:

Kyouji beat me too it. I have abit more information and more direct links tho.
Alastor the Stylish
Posts: 6776/7620
1. Yep.
2. Through event tiles. You know those tiles to the right of the overworld? Those would be them. You can add more if you need them. Basically, set the level to trigger the event you want, then go in to the layer two event editor. Press page up/page down to scroll through the events to the desired one, then open up the Layer 2 event tile selector. The button for it is to the right of the 16x16 overworld tile selector. Anyway, use the up and down arrow keys to scroll through the pages to the proper page and then paste the tiles in as normal (ones to the beginning are 48x48, ones to the end are 16x16) in the order you want - if you screw up, home/end scroll through the individual steps. Hold shift as you paste one in and it'll be referred to as a silent step, because the animation doesn't show and it won't change until you go in to a level or change submaps. This is useful if you want to change something in a different submap, because off-screen events are kinda screwed up.
3. Yeah.
4. Squash Monster's EggVine. You should be able to get it on Zophar's.

5. On the proper entrance editor, be it secondary or main, make sure the BG position is the same as the FG position (and of course make sure they're both correct).
6. You don't, unless you're an ASM hacker.
7. I guess at the ExGFX workshop, which is one of the sticky threads.

EDIT: As far as I know, there are no general "decompressors" - Most games use completely different forms of compression so a single program wouldn't work on all of them. Several game-specific editors have decompressors in them, but eh. I know EggVine doesn't have one. I recall there being something specialized for getting the graphics from YI but don't know too much about it. So yeah, ripping from a savestate would be the only practical way to go about it.
SoNotNormal
Posts: 2/793
Thanks a lot =) this may also sound like a noob question, but where exactly do I get a decompressor?
Imajin
Posts: 425/452
1. Basically, yes...
4. I believe there was a program named EggVine released... I'm not sure where to get it, however.
6. I don't think you can yet. There is an SMB3 Music Patch out somewhere, but other than that...
7. There are some YI level gfx in the ExGFX Workshop. For more than that, you'll have to rip them yourself, most likely by either extracting them from the ROM with a decompressor, or simply getting them by loading a save state in a tile editor.
SoNotNormal
Posts: 1/793
Hi everyone, pure newbie to the boards and to hacking. I know most of the ropes to hack SMW, but I had a few questions. Sorry if its too much but these should be all I need help with for a while.

1. If I delete the old overworld, how exactly do I make a new one? Do I just use the 8x8 and 16x16s to create my own?
2. How exactly do I make the path light up? After you beat a level, the path goes from dark, or translucent, to light, and opaque. Don't know how to do that.
3. Are the main and midway entrance always the same X/Y coordiantes just on different screens?
4. FInally, is there a program that can hack Yoshi's Island? All I know of is the SMW: 1 hacker (LM) If there is, could you post a link please?

Thanks =)

EDIT:

Sorry, forgot a couple, these will be it, I PROMISE!! =P

5. When I come out of a pipe on some levels, the bottom of the background is all glitched. How do I fix this?
6. How do you put custom music into the game?
7. Where can I find Yoshi's Island sprites/objects? (been my favourite game for a loooong time)

Thanks again =))
Acmlm's Board - I2 Archive - Super Mario World hacking - Bit of help please . .


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