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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - AARGH! ANIMATIONS!!! | | | |
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mvent2 Paragoomba Level: 14 Posts: 14/73 EXP: 10454 For next: 2617 Since: 01-25-05 From: Brisbane, Australia Since last post: 1 day Last activity: 2 days |
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*calms down for this* I wanted my second hack, Toad's Oddyssey, to have a block that is clear when the switch is ON and solid when OFF, and vice versa for another block. I tried inserting it with Block Tool, then made the necessary animations. BUT, when I tested it on level 19, the test level. Toad was....swimming! I tried to bump the ON/OFF block but it wouldn't change. And when I went further, there were all these rows of animated water surfaces! I figured it was a Block Tool error, so I passed that idea. My next idea was simple. Changing the text block to the one from YI. I made the required frames and put it in as an animation. But when I opened the level, Toad was swimming again! The same thing happened again!!! Can someone PLEASE tell me how I can put in custom animations without all this? I used 2 of "2 8x8s line" because the 16x16 option, I didn't know how to get the right frames in the right place. Helps? I followed the instructions as per Smallhacker's instructions in Newbie Q&A exactly. |
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Xkeeper 2.0 Hammer Brother Again... :P Level: 49 Posts: 495/1091 EXP: 880818 For next: 3065 Since: 03-15-04 Since last post: 5 hours Last activity: 3 hours |
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Do you have a screenshot of what's happening? I don't know of any problems that could occur offhand... | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 517/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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...Have you checked the level header? Maybe the level is set to be a water level. Or, that could be set by the Level entrance setting. | |||
FuSoYa Defender of Relm Level: 26 Posts: 192/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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The ExGFX file you're using for the animations may be too big. | |||
mvent2 Paragoomba Level: 14 Posts: 15/73 EXP: 10454 For next: 2617 Since: 01-25-05 From: Brisbane, Australia Since last post: 1 day Last activity: 2 days |
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Darkflight, w/o the animations the level is just fine, a normal level. And FuSoYa, LM gives no warning as to the file being too big. Besides, the file only contains 8 8x8 tiles. If I get to make a screenshot I will, but can anyone else HEELP MEEEE |
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BMF98567 BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 851/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour |
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Regardless of how many tiles I'm actually using, I always make my ExGFX files 4,096 bytes in size (128 tiles). You might want to try that and see if the problem persists. | |||
FuSoYa Defender of Relm Level: 26 Posts: 193/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Unlike the regular graphics slots, LM won't complain about the ExAnimated file size unless it's larger than 0x2000 bytes. Problem is, you shouldn't go past 0x1B00 at the most (0x1A00 for SMAS+W). 0x1000 is usually a better choice as BMF says... that's the same size used with the regular graphics slots. Decompressing a file that's too large can cause the game to overwrite part of the level map, resulting in the symptoms you're describing. If an update to LM is ever released, I should probably lower the size warning limit to the actual safe size for that file. |
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BMF98567 BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 854/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour |
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Ooohhhh...what program are you using to save the ExGFX file? It might *look* like it's only got 8 tiles, but I'm willing to bet it's actually much bigger than that, padded with blank tiles (the blank tiles are overwriting the beginning of the level with 00s, which in Map16 terms is a water tile). Check the file's properties and see how big it really is; anything 8,192 bytes or larger is going to cause problems. I believe YY-CHR has a tendency to save all 256 tiles currently displayed unless you open a "placeholder" file of the proper size, erase everything manually, and go from there. Try pasting your tiles over a GFX file extracted from the game, or one downloaded from the ExGFX Workshop (make sure it's 4,096 bytes), save that as an ExGFX file, and let us know what happens. | |||
mvent2 Paragoomba Level: 14 Posts: 16/73 EXP: 10454 For next: 2617 Since: 01-25-05 From: Brisbane, Australia Since last post: 1 day Last activity: 2 days |
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These are screenshots of my problem. Gotta admit thats a pretty sweet block tho lol. When I go further... Ill see if its a size error. In the meantime, is someone familiar with this problem or is it just me? |
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Xkeeper 2.0 Hammer Brother Again... :P Level: 49 Posts: 513/1091 EXP: 880818 For next: 3065 Since: 03-15-04 Since last post: 5 hours Last activity: 3 hours |
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Whoa. That's happened to me on an unocked copy of The Lost Islands too. Does it do this anywhere else? | |||
mvent2 Paragoomba Level: 14 Posts: 17/73 EXP: 10454 For next: 2617 Since: 01-25-05 From: Brisbane, Australia Since last post: 1 day Last activity: 2 days |
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Anywhere where I put in a custom animation. Maybe I didn't get an exact number of non-blank tiles on the file...but I don't know. Did anyone fix this? EDIT: I figured it out! It was the size of the ExGFX files anyway. Not only that, but I figured out the 16x16 animation editor! As well as that, after finding out that Block Tool uses Hex, I inserted the custom blocks I wanted! TY all! Over and out. mvent2 (edited by mvent2 on 05-06-05 05:01 PM) |
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