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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Super Mario World hacking - [ASM/BlockTool] I need some help... | |
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Crysillion

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Posted on 09-05-05 10:07 AM Link | Quote
I'll tell you right now, that I took one look at BlockTool, and realized this isn't something I can just -do-...

I know theres a couple ASM tutorials out there, but I can't seem to understand how it goes exactly. At first it's like.. 'Yeah, CA does this. E6 does that' but then theres so many hexadecimals(sp?) I lose track. Instead, I was wondering if it'd be OK if I requested a few simple ASM's for custom blocks?

Not only that, but I'm not sure how to create my own graphic for the blocks that I create with BlockTool. I'm not sure how to make the block itself, how to animate it. How to set it where when the block is used ( Like a coinblock hit from the bottom. It turns brown? ) it turns into such and such graphic. Argh...

Now I'm sure a request like this will be something people will look at in disgust. But I'd really appreciate it if people could help me with this.

I'd be willing to download a different block-creation tool if whomever helps me out with this has better experience in a different tool. I'll get to the point now...

I need to know what ASM codes are for the following kind of blocks:

Firstly, Considering I didn't actually fiddle around with BlockTool, I didn't find out if it had the more simpler ASM's already in it.

I need the ASM of a tradition coin block. You know. It's there. You hit it, get a coin, it turns into a used block.

I also need the ASM of a block that bounces you upward. Like a noteblock, except this block wouldn't bounce you from the bottom, left, or right.

I was also wondering if someone could give me the ASM to a block that when hit gives a mushroom. Not a flower, nor a feather -ever-. Always a mushroom?

Last, but not least. I'm requesting an ASM of a block. A block that vanishes when the player gets 5 Yoshi coins in that level. ( If 5 won't work, then 4 will be OK too )

I know this could sound like a bit much. I'll just try to be patient and hope to get lucky. Alongside this, I don't know what to do with the ASM's. I'm pretty new to LM in a whole, I've only recently got down inserting tilesets from ExGFX Workshop. So please, sorry if alot of my questions are just.... obvious.

Thanks in advance to anyone who does reach out to help me.
Koneko

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Posted on 09-05-05 07:31 PM Link | Quote
Well, you're friendly and you seem to know how to spell. You seem like you want to learn, and are at least a bit determined. That's better than so many people out there that I nearly had a heart attack, and I feel... Inspired... to write down a long explanation for you.

As far as I know, BlockTool is just about the only tool for adding custom blocks that is even mildly user-friendly. Your other option would be to learn a lot about ASM and add your own blocks in hex.

So, you're asking how to use BlockTool. There's links to instructions in the stickies, but I'll be a nice guy and write it out for you. First, look in Lunar Magic, under the 16x16 tile editor. Mouse over the tile you want to be replaced with the custom block, and the gray bar at the bottom of the window will tell you, for example, "Tile 0x2a7 (Address 0x1538)". 2A7 is the only number there that you need to look at. That's the hex number for the tile you want to replace. Get out a calculator (Windows calc works fine) that can do hex to decimal conversions. Type in the hex number, and convert it to decimal. With our example, we now have 679. Then, open up BlockTool. Click on File -> Open and select your rom.

At this point, you ought to go browsing through the menu at Blocks -> Edit Block Data. Find a block that you want to insert into your game. For this example, let's pick the Behind-The-Screens Block, which is number 221. Then, close the block data window and click on Add Block in the main window. In the space provided, type in the decimal number (For us, 679) of the tile you want to turn into the Behind-The-Screens Block. Scroll down with the scroll buttons until you see the name of the block you want, then select it. Click on Add Block. Then go into File -> Save.

Go back into Lunar Magic. Close your rom, then open it again. Open the add objects dialog box, and select Direct Map16 Access. Select the page your block is on (in this example, 0x200 to 0x2FF), then mouse over the tile. It won't have new gfx yet, of course, so you'll have to find it. If everything worked, when you mouse over the block, you should see a light blue tooltip that explains about the custom block you just imported.

So, you obviously don't want all your blocks looking like four blue squares, right? So open up the 16x16 tile editor and the 8x8 tile editor. Browse the first two pages of the 8x8 editor, and decide what existing tiles would make your block look the way you want it to. Assuming they exist (Let's say you want it to look like a ? block or something), write down the hex numbers of the tiles you want. Then go into the 16x16 editor. Go to the page that has you block on it, and click on it, then click on Edit 16x16 Attributes. Type in the tile numbers, then click ok. There's a preview block in the lower-left, where you can see what the block looks like. You can click on the four 8x8s on the preview tile to get the 8x8 preview for that tile, where you can click on the Flip buttons to flip that 8x8 vertically or horizontally. With just what's available in Lunar Magic, you can make many different 16x16 tiles.

You mentioned that you know about the ExGFX Workshop, so I'm willing to guess you have an understanding as to how ExGFX work. I'll skip that description, and just tell you that if you replace tiles with new tiles, you can access them in the same way.

Now, creating a block that changes into a brown block when it's used is a bit beyond the scope of my knowledge, and you should make sure you understand the basics before you plunge into custom animation.

When you say you need the ASM of something, you're referring to the blocktool code that would make it work, correct? Frankly, I'm not the most knowledgable person when it comes to ASM, but there's an ASM request thread in this forum. Just scroll down until you find it, it doesn't get the most activity, but it's your best bet of someone showing you how to make these blocks.

One thing about the noteblock that I've noticed, though, is that it's only an object until you touch it, when it turns into a sprite to be able to bounce you. I'm guessing that an up-only note block would require not just custom blocks, but also custom sprites, an area which is still very, um, dark and mysterious, shall we say. People are still figuring out how to make custom sprites, and not a whole lot of progress has been made on that front, or at least that's the impression I get by reading this forum like the madman I am.

Hope that helps!

And you're welcome, in advance.
Dark Ludwig

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Posted on 09-05-05 10:10 PM Link | Quote
Originally posted by Crysillion
I need the ASM of a tradition coin block. You know. It's there. You hit it, get a coin, it turns into a used block.
This block is already in SMW. Since it is already in SMW, you can go into the map16 editor, and find a block on whatever page you want, most likely page 0x3 or higher. To go to a different map16 page, use the up and down arrow keys. Once you have decided where to place your block in map16, then go back to page 0x1 and left click on tile 0x124. To see which tile you are clicking on, pay attention to the tile number at the bottom of the little window. After you have clicked on it, go back to the page where you wanted the custom block and right click on that tile. That tile now has the properties of a block where you hit it and a used block appears. To change the graphics of that tile, click on "Edit 16x16 Attributes" and choose different graphic 8x8 pixel tiles. To see which tiles are which number, open the 8x8 tile editor and hover the mouse over a tile that you want and the number will appear in the bottom of the 8x8 tile editor window. Not the address, the tile number. Once you have modified thre graphics for the tile to your liking, right click over that tile that you were using for the duplicate coin block in map16, and it is now going to look like that in the game.

Now, hit F9 or your changes to the map16 will be lost! If they are lost, you'll just have to do it all over again. See the different tutorials everywhere about ExGrahpics if you want your own custom graphics for the tile.

To access your tile, open the add objects window and choose to go to the direct map16 access, go to your page, left click the tile, then right click in the Lunar Magic window.
Originally posted by Crysillion
I also need the ASM of a block that bounces you upward. Like a noteblock, except this block wouldn't bounce you from the bottom, left, or right..
Er, map16 tile 0x113 is a note block that doesn't bounce Mario to the left or the right, it does up and down though. It really wouldn't matter if it bounced him down, would it?
Originally posted by Crysillion
I was also wondering if someone could give me the ASM to a block that when hit gives a mushroom. Not a flower, nor a feather -ever-. Always a mushroom?
That, I don't know how to do.
Originally posted by Crysillion
Last, but not least. I'm requesting an ASM of a block. A block that vanishes when the player gets 5 Yoshi coins in that level. ( If 5 won't work, then 4 will be OK too )
Hmm, this is quite possible! Just put invisible blocks that Mario can pass through around each Yoshi coin in your level. These invisible blocks should switch the on/off switch to the off position if Mario's Yoshi coin count is 5, and don't you fret, I'm coding that one right now as you read this. Then, in the level, set up an on/off animation so that the graphics of whatever tile will appear to be will turn invisible. Then, make it so that tile is the "Switchable block On" block in blocktool (number 6).
Originally posted by Crysillion
I know this could sound like a bit much. I'll just try to be patient and hope to get lucky. Alongside this, I don't know what to do with the ASM's. I'm pretty new to LM in a whole, I've only recently got down inserting tilesets from ExGFX Workshop. So please, sorry if alot of my questions are just.... obvious.
It not like we all didn't learn ourselves at one time, you needed to know something, so I helped you out.
Originally posted by Crysillion
Thanks in advance to anyone who does reach out to help me.
You're welcome!



Edit: I'm glad to announce that the block is finished! Sorry it took so long, I had other stuff I had to do, too. Remember: Make an on/off activated animation in the level with block nuber 6 from blocktool, so that you can go through the block when the on/off switch is in the off position, and that the graphics are invisible when the on/off switch is in the off position. Then, stick this block that I made all around each yoshi coin in the level, and make these blocks invisible.

When you grab the 5th yoshi coin, it triggers the on/off switch and causes the block (that passable only if the on/off position is in the off position) to "disappear".

Note: This block only turns off the on/off switch. It cannot turn it on if you get 5 yoshi coins. Also, if there are other on/off activated blocks or settings in the level or any sub-levels after it before exiting to the overworld, the on/off switch will continue to be off.

Download it here!


(edited by dark ludwig on 09-05-05 03:21 PM)
(edited by dark ludwig on 09-05-05 03:22 PM)
Tatrion

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Posted on 09-06-05 12:57 AM Link | Quote
Koneko, I had this exact same problem because I never knew you had to convert hex to decimal in blocktool. No wonder all my blocks didnt work But now I know, thanks times ten
Crysillion

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Posted on 09-06-05 10:44 AM Link | Quote
Oh. Thanks alot. I'll look into doing this. Simply reading it didn't make much sense to me, so I'll obviously have to read them step-by-step as I do in LM. The on/off thing sounds like one of those things I've never done before, so I might have a couple questions about that. Until then, I'll see what I can do in LM. Thanks again. This saves me alot of trouble.
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