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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 hate bushes!
  
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Smallhacker
Posts: 274/2273
That's because you have saved the castle entrance over level 105.
Schnauzer
Posts: 50/148
Originally posted by Kyouji Craw
It's probably unrelated, actually. Just go in to level 105 and save it again, that should probably fix it.

But if I save that level I will save the changes.

That level takes the seme shape of the castle entrance.
Alastor the Stylish
Posts: 1493/7620
It's probably unrelated, actually. Just go in to level 105 and save it again, that should probably fix it.
Schnauzer
Posts: 49/148
AGRRR!

I have edited a castle entrance but now the level 105 is spoiled. Why?
Alastor the Stylish
Posts: 1264/7620
Wait, nevermind. No, you can't access it in LM period. It gives you an error message when you try to load up GFX32.bin (The one with Yoshi and the animations)
KATW
Posts: 1209/3959
I know the right file is one of the last two... because I edited something around them a few days ago.

I got confused on the 8x8 editor part
Alastor the Stylish
Posts: 1260/7620
KATW, while it is true that you can edit the mini-piranhas in the 8x8 editor, you'd have to know what graphics file they load from first, as Ctrl+Shift+PageDown doesn't let you edit what's beyond there, just to view it.
KATW
Posts: 1199/3959
1: The sprite thing is a no for right now (unless you know some serious ASM and crack the code for the whole game)

2: You need a tile program to open a .bin file. I would suggest YYCHR, just because of the windows clipboard capabilities, but you can go with whatever you want. Edit a .bin file in there. (note, get your .bin files by exracting the graphics. Use ExGFX for custom BGs)

3: The yoshi coin is an object, just like the ground Mario walks on. The animation you see on it is actually built into the in-game palette, which means you would have to make your own animation for it.

4: You CAN use the map 8 to edit them with the Ctrl+Shift+PageDown code, but I wouldnt reccommend it. Edit the black plants in whatever tile program you are going to use.
Schnauzer
Posts: 47/148
Originally posted by Kirby ATW

1: You cant add your own sprites... yet. The spriting engine hasnt been cracked by anyone yet, so custom sprites are out of the question.

2: Backgrounds are done exactly like Foregrounds. You open up an ExGFX file, design your BG, save it, insert it, and assemble in the map 16 pages 12 and on.

3: The yoshi coin isnt a sprite... and teh animation on it is palette animation, which is in game. That animation is also there for a few other things, so the only way to edi the coin is to directly edit the YC GFX... then add animations to it.

4: The animated plants are objects too... the animation data for those is in one of the very last GFX files. Go and edit there for the plants.


1- Then is or not is possible to do that?

2- How Iopen the ExGFX file?. How can I design my BG? and How can I assemble it?

3- I didn't undertand... again.

4- I can use the Map 8 to edit them?



Is necesary to use another tool like a Tile Layer Editor?

Why when I open a SMC file in any tale layer only appears noise, unshape colors?
Alastor the Stylish
Posts: 1214/7620
You sure sprites haven't been cracked yet? Try playing SMWR and say that to me.
KATW
Posts: 1168/3959
Quite a few questions here

1: You cant add your own sprites... yet. The spriting engine hasnt been cracked by anyone yet, so custom sprites are out of the question.

2: Backgrounds are done exactly like Foregrounds. You open up an ExGFX file, design your BG, save it, insert it, and assemble in the map 16 pages 12 and on.

3: The yoshi coin isnt a sprite... and teh animation on it is palette animation, which is in game. That animation is also there for a few other things, so the only way to edi the coin is to directly edit the YC GFX... then add animations to it.

4: The animated plants are objects too... the animation data for those is in one of the very last GFX files. Go and edit there for the plants.

Hope that helped
Schnauzer
Posts: 45/148
I didn't uderstand well. I can open the level and edit the tile position normally but I can't save the changes. Why?

Another question: How can I make (not edit) tiles to add my own sprites and design my own backgrounds? I have edited many of the original tiles (foreground) but I want to add more sprites, for example: different blocks, coins, etc.

Ah! and how is possible to edit some animated sprites like the Yoshi's Coins and the plants that hurt you?
FuSoYa
Posts: 77/255
Originally posted by HyperHacker
I wonder how hard it would be to hack the game to use a level # for these instead of hard-coded addresses? Given how this is a dangerous operation; if your new level is bigger than the old one you risk corruption.


Probably not very. Create a list of level numbers, change the code to use them as an index into the main level pointers, and you're set.

There's no corruption risk in saving the level the way Smallhacker described though, as he's not even trying to save in the original ROM area. Also remember that LM's level manager cannot be turned off anymore, and its been that way for a long time (since version 1.40).

Smallhacker:

Write down the address it says that it will save to.


Not a good idea. The address in the save level dialog is the first place LM will *try* to save to. If something is in the way, it'll just save it somewhere else.

To find out where the level really ends up, open up the "Open level Address" dialog after saving the level to get the address of the current level.

HyperLamer
Posts: 1111/8210
I wonder how hard it would be to hack the game to use a level # for these instead of hard-coded addresses? Given how this is a dangerous operation; if your new level is bigger than the old one you risk corruption.
iamhiro1112
Posts: 57/487
Originally posted by Smallhacker
How to edit ghost house and castle entrances:
In the LM help file, you can find the location of the entrances. (Open level address help text)
Calculate the SNES address of that address and... uhm... switch places on 2 bytes or something... ABCDEF becomes EFCDAB, IIRC... Then, search for it in the Rom. If you find multiple matches, change one of them until the entrances glitches up (BACKUP FIRST!!). Write down the address you changed. Now, make an entrance in LM. Save it through the File menu. Write down the address it says that it will save to. Convert the address to SNES and switch it the same way and write it at the location you edited to make the entrance corrupt. Save. Done.


It's that easy. lol.
Smallhacker
Posts: 249/2273
How to edit ghost house and castle entrances:
In the LM help file, you can find the location of the entrances. (Open level address help text)
Calculate the SNES address of that address and... uhm... switch places on 2 bytes or something... ABCDEF becomes EFCDAB, IIRC... Then, search for it in the Rom. If you find multiple matches, change one of them until the entrances glitches up (BACKUP FIRST!!). Write down the address you changed. Now, make an entrance in LM. Save it through the File menu. Write down the address it says that it will save to. Convert the address to SNES and switch it the same way and write it at the location you edited to make the entrance corrupt. Save. Done.
Schnauzer
Posts: 35/148
Is posible to edit the entrance to a castle or a Ghost House?

...I'm talking about bushes, doors and the other few things thar appears befor to enter in any of this levels.

Why I want to edit it?
Simple. Just because I hate bushes and I used the same tiles to add new sprites then, when I enter into a Castle there are appears the bush with the tiles I have edited. Then the game look really bad.
Acmlm's Board - I2 Archive - Super Mario World hacking - I hate bushes!


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