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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'm curious about this... | |
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Cirvante

Shyguy
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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 04-09-05 01:05 AM Link | Quote
I was trying to make my flamethrower by using Blocktool, and I found something strange. Why are there 20 animated hurt blocks in Blocktool? Do I need one for each frame? (Sorry to bother you so much.)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 04-09-05 01:07 AM Link | Quote
Each one has a different pattern. The blocks should have a number like 010101 etc... There are 16 animation frames, and each number tells whether it will hurt (1) or not (0) on a specific frame.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Since: 03-15-04
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Posted on 04-09-05 01:07 AM Link | Quote
No, you'll really only need multiple ones of you want different flamethrowers to damage on different frames. There are so many because they all trigger on different frames, y'see.

Edit: Sarnath'd =/


(edited by Kyouji Craw on 04-08-05 08:08 AM)
Cirvante

Shyguy
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From: The boulevard of broken dreams

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Posted on 04-09-05 01:25 AM Link | Quote
Originally posted by Kyouji Craw
No, you'll really only need multiple ones of you want different flamethrowers to damage on different frames. There are so many because they all trigger on different frames, y'see.


You mean that if I want the flamethrower to behave like in SMB3, I'll need like what, two of these?
Smallhacker

Green Birdo

SMW Hacking Moderator
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Since: 03-15-04
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Posted on 04-09-05 01:29 AM Link | Quote
No. Only one.
Either one that hurts at frames 0-7 or one that hurts at frames 8-15.
Cirvante

Shyguy
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Posted on 04-09-05 01:37 AM Link | Quote
Thanks, Smallhacker! *adds to special thanks section*

BTW, I still don't know what to do with the slopes. As soon as I load ExGFX, the slopes and most of the graphics in page 0x0 and 0x1 get all glitchy.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Posted on 04-09-05 01:43 AM Link | Quote
That would be because you're loading the ExGFX to where the files that contain the slopes and all that jazz normally are. You can't use them in levels where you're using ExGFX in those areas.
Cirvante

Shyguy
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Posted on 04-09-05 03:13 AM Link | Quote
Originally posted by Kyouji Craw
That would be because you're loading the ExGFX to where the files that contain the slopes and all that jazz normally are. You can't use them in levels where you're using ExGFX in those areas.


I always load them in FG4. Anything else will screw up the other graphics.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Posted on 04-09-05 03:26 AM Link | Quote
Yeah, that's where you're supposed to load most of em. Generally, when I'm constructing ExGFX, I carefully make them so that they don't screw up everything in the area they're replacing, but eh


(edited by Kyouji Craw on 04-08-05 10:26 AM)
Cirvante

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Posted on 04-09-05 03:30 AM Link | Quote
Oh well. Slopes don't make a level. Great designs make a level.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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From: Canada, w00t!
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Posted on 04-10-05 01:12 PM Link | Quote
You could always just copy the slope graphics into your ExGFX.
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