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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 - More questions... | |
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Cirvante

Shyguy
Level: 14

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

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Posted on 04-18-05 02:53 AM Link | Quote
These aren't as newb-ish as the first ones, but... here I go.

6) I'm trying to change the Special World palette to a spacey sort of thing with blue tiles as water (the original palette has blue-green). Do I need the "Change Palettes" menu for this?

7) Do overworld tiles have collision data (aside from water tiles, of course)? I'm trying to put a level on top of one of those big hills with eyes. Also, is there any way to NOT make Mario swim through water tiles on ONLY that submap?

8) Is it possible to make an enemy have a set number of HP in ONLY one level (to put as a boss or something)?

9) Can someone tell me where the overworld animation frames are so I can edit them in YY-CHR?
Keikonium
Banned
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Since: 04-02-04

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Posted on 04-18-05 03:24 AM Link | Quote
6) Yes. You do need to use the palette editor.

7) No overworld tiles do not have any collision data. You need to make mario paths on layer 1 for mario to walk along. They can be placed over water, cliffs, etc. Anything you want. But make it look good. And about the water, just use LAND paths (they are green) instead of WATER paths (they are blue). I will asume you know how to make mario paths. If not, the help file is your best friend.

8) Not without ASM. BMF did it in his hack, but that guy knows shit loads of ASM, so good luck. Simple answer: For you, probably not.

9) They are located right below the pipe tiles, bullet bill shooter, and yoshi coin in YY-chr.
Cirvante

Shyguy
Level: 14

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

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Posted on 04-18-05 03:48 AM Link | Quote
Nice... I had no idea the paths were color-coded for a reason. Thanks!
As for number 8, I don't mind. I can always learn ASM. It's not as if my hack will be released next month or anything.

Another question:
10) Is it possible to have more than two messages in a level? (that is, a level NUMBER)


(edited by Cirvante on 04-17-05 10:49 AM)
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Since: 02-06-05
From: *Shrug*

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Posted on 04-18-05 03:51 AM Link | Quote
not without a shitload of ASM, or no yoshi anywhere in the yoshi's island submap and have the yoshi rescue message be the third message for all levels. Otherwise, you're looking at expaned tables, renewed ASM, etc... lotsa stuff.
Keikonium
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Posted on 04-18-05 04:07 AM Link | Quote
Originally posted by Darkflight
not without a shitload of ASM, or no yoshi anywhere in the yoshi's island submap and have the yoshi rescue message be the third message for all levels. Otherwise, you're looking at expaned tables, renewed ASM, etc... lotsa stuff.


Asking in general:

I dont know exactly how the current message blocks work, but they seem to be the EXACT same, except one triggers message 1, and the other triggers message 2. I would think that its only a byte change and a jump to a table that contains the actual message.

SO....

Would it be possible to change the byte (most likey to 3...I would think the other ones would be 1 and 2), and then jump to an unused section of ROM? Im no sprite editor, or ASM expert, but would it really be THAT hard?
Juggling Joker

Boomerang Brother
SMW Hacking Moderator
Yeah, JAMH is still being worked on.
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Since: 03-15-04
From: Wyoming

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Posted on 04-18-05 04:24 AM Link | Quote
It probably wouldn't be THAT hard, no, but as of yet none of the more experienced hackers have turned their hand to it. I'd like to see it someday, as I'm trying to give JAMH a more story driven feel with scattered message boxes, but I'm not holding my breath.
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