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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 - I need to know...
  
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Dark Ludwig
Posts: 80/172
Originally posted by Luigi fan
eh... when i save my levels on my hack, it's don't change in the rom, but in lunar magic, it's changed... why?
The only time this has ever happened to me was when I had my hex editor and Lunar Magic open at the same time. I opened the hex editor to change something, then I saved. Then I opened Lunar Magic so I sould acess that something, and I saved. When I played it in ZSNES, it was fine, but I wanted to change another thing with the hex editor. I did so, and then I played it in ZSNES again. Lunar Magic was showing the level with the modifications I made, but ZSNES was emulating it with what it was before I made the changes with Lunar Magic.

This was due to that I had opened Lunar Magic and saved something in it AFTER I had opened the rom in the hex editor. When you open something in LM or a hex editor, it loads the data of the file into RAM, and the hex editor had no clue that I had made any changes to the rom in LM. it ended up saving the entire rom as it was before the change with LM.

This may not be your problem, but it was the only instance it happened with me so I decided to post it.
Originally posted by Luigi fan
...How can I only change luigi and mario's palette?
I believe this has already been discussed in earlier threads. Look through them for a better description of how to do so. I believe it has to do with modifying two palette sets in the rom via hex editor (or SNESPAL, it displays all the hex values in the rom as SNES RGB colors), or at least that's how I did it. Maybe it's only one palette set, I dunno.
Luigi fan
Posts: 33/46
...How can I only change luigi and mario's palette?

EDIT : eh... when i save my levels on my hack, it's don't change in the rom, but in lunar magic, it's changed... why?
Sukasa
Posts: 1842/1981
LF, you are making no sense whatsoever.

He meant stop with the chatter about the MAP16++ block that only did so when touched by a flashing block.

LF:

1. open blocktool
2. open your ROM
3. get the Hex number of the block you want to add a custom block to
4. convert the number to a decimal number using calculator
5. in blocktool, click "add block", then in the MAP16 textbox, enter the decimal number you got from calculator.
6. click the "Mario block" in the menu above the MAP16 textbox (might be a slightly different name)
Luigi fan
Posts: 31/46
It's for all the game
Dylan Yoshi
Posts: 17/79
I think he means making the entire game have Luigi as player 1 and Mario as player 2.

If so, I'm going to mention that its not that hard to change Mario and Luigi's palletes.

Originally posted by Luigi fan
And I don't need anymore of block, so stop with that please.


Stop with what?
Luigi fan
Posts: 30/46
...But how?!?
Sukasa
Posts: 1841/1981
In blocktool there are 2 blocks that can switch between mario and luigi with ease, just look for them.
Luigi fan
Posts: 29/46
Originally posted by Tatrion
Blocktool =

http://hypernova.amarok-shadow.com/MyStuff/acmlm/blktool.zip

Forgot to say, it doesn't come with a help file.


Good... Can I be helped? I need to change mario to luigi and luigi to mario for my hack! Please!!!

And I don't need anymore of block, so stop with that please.
Sukasa
Posts: 1840/1981
True, or you could just set the block more than one tile off the ground, since I don't know how you'd get any one particular sprite's X/Y speed without a good bunch of code and an understanding of which tables are what....
HyperLamer
Posts: 6798/8210
I guess that works, but you'd need to check its speed too, lest it be broken when someone sits a block next to it.
Sukasa
Posts: 1839/1981
Originally posted by HyperHacker
If you did that, anything would destroy it. Even if a Mushroom came out of a ? block and touched it.


Simple, you add code that checks to see if the sprite touching the block (ehh, There WAS a RAM addy for that somewhere...) is a flashing block, and only do the MAP16++ if it is.
Tatrion
Posts: 37/215
Blocktool =

http://hypernova.amarok-shadow.com/MyStuff/acmlm/blktool.zip

Forgot to say, it doesn't come with a help file.
Luigi fan
Posts: 28/46
Originally posted by Bio
there already a blocktool block that change mario to luigi and luigi to mario


Sorry, but how? (What is the blocktool?)
HyperLamer
Posts: 6770/8210
If you did that, anything would destroy it. Even if a Mushroom came out of a ? block and touched it.
Bio
Posts: 289/458
The throw block thing can by done by changing the blocktool offset of smashable brick to -1 except for the sprite LR offset, but shell and other sprite can destroy it too and there already a blocktool block that change mario to luigi and luigi to mario
Luigi fan
Posts: 27/46
Ok, I'll take turn block instead...
Someone can help me about how to change mario to luigi and luigi to mario?
djtristaph
Posts: 28/36
I don't think there is but in one of the hacks I played... Totally forget which one it was, someone used a code to make a block that would break if you threw stuff at it... So it is possible.
Riku
Posts: 704/1239
I thought all types of blocks were broken with a throw block.....
Luigi fan
Posts: 26/46
Do there is a block that can be broken with a throw block? I need one for my hack... (I still need to know how to exchange Mario to Luigi for my hack)
Acmlm's Board - I2 Archive - Super Mario World hacking - I need to know...


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