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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 - Animation | |
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XxShaynee2xX

Koopa
Level: 11

Posts: 89/102
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Since: 10-03-05
From: San Diego

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Posted on 10-17-05 05:53 AM Link | Quote
I just can't understand it all. I'm trying to make it so that a custom block has a different animation for on/off, but i just dont really get how to do it, no matter how many times i try to understand. how do i get it to work?
jp

Micro-Goomba
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Since: 10-11-05
From: Montevideo, Uruguay

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Posted on 10-17-05 06:12 AM Link | Quote
I haven't tested it, but according to LM's help, you have to set up the animation as usual, but instead of "Normal" you choose "ON/OFF activated". Then, the first 8 frames are for the tile when OFF, and the last 8 frames for ON.
Dark Ludwig

Red Paratroopa
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Since: 09-17-04
From: Georgia

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Posted on 10-17-05 06:37 AM Link | Quote
The individual animations will affect only 8x8 tiles, as viewed in the 8x8 tile editor window. The starting 8x8 is the leftmost one or topmost one (or topleftmost one) in the sequence of tiles affected. You need exgraphics for this, and it has to be set to be used as the extended animation frames file. The first of the several boxes will drag, starting from the left, however many 8x8's are needed to create that 8x8 pattern in the standard tile area for 16x16's, from the starting tile number of the ExGFX file used for extended animation. It does so with the other boxes, too. The boxes on the bottom row are the animation frames to use if you are planning for a different animation if a P-switch, grey P-switch, or on/off switch is set. If you didn't understand that, read it again and maybe take notes, I dunno. If you still don't, go to the Ice Board and download Ice Man's Animation tutorial. I don't know the URL, but it's in his and many other people's layouts.
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