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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 - Extended animation | |
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Book Keeper
♫♫♫ n00blet ♫♫♫

Level: 21

Posts: 41/160
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Since: 03-15-04
From: Wired

Bookworm eat fresh!

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Posted on 04-26-04 06:16 AM Link | Quote
Can someone tell me how so setup and use Extended animation?
Aioria

Boss Bass
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Yes I will!! ;D

Middle Ages Warrior

Level: 58

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Since: 03-15-04
From: near the pneumon ultramicroscop icsilicovolcanoconiosis land

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Posted on 04-26-04 06:20 AM Link | Quote
I was thinking on making a thread like this too I'd like to do those 'go up and down' munchers from dw:tlc and some jap hacks.
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.


Level: 114

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Since: 03-15-04
From: Oregon, US

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Posted on 04-26-04 06:33 AM Link | Quote
Let me see how I can best explain it... Make an ExGFX file and put your animations in it. Insert ExGFX to file and go to the Super Bypass area and set it to be what you want to extend animation files with. Then go in to the 8x8 editor and press Ctrl+Shift+Page Down. go down the pages until you find your animations. Go to level > Edit Extended Animation frames. For the first slot pick anything. For the second, pick how you want it to be activated (for things you want to always be active, hit 'normal'). put the mouse over the tile in the 8x8 editor where your animations are and at the bottom you should see a number in hex, put that number in the frames 1-8 and 9-16. Put the animations in the order you want them to run. For on/off, put the on tiles at 1-8 and the off tiles at 9-16. For pow activated, normally at 1-8 and pow at 9-16. Lastly, put a tile in the normal graphics you want to overwrite for that level where it says 'destination'. Don't overwrite an animated frame or the two will blink back and forth (which looks really wierd). For actual tiles you'll need 16x16, and so you'll need to make three other files to go with it (unless the animation is repeated, say water flowing past, in which case you can get by with one or two used more than once in the same tile).

For hurt blocks and the like, use custom blocks which are hurt on frames ___ and don't hurt on frames ___ and use those frames as popping up in the animations.

I learned it very recently, mind you, and I may have gotten stuff wrong. Blame Juggling Joker, he taught me


(edited by Kyouji "Kagami" Craw on 04-25-04 09:33 PM)
Smallhacker

Green Birdo

SMW Hacking Moderator
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Since: 03-15-04
From: Söderhamn, Sweden

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Posted on 04-26-04 06:21 PM Link | Quote
Originally posted by Kyouji "Kagami" Craw
For the first slot pick anything.


Uhm... That's not a very good idea... How the animated tiles are drawn depends on this option...
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.


Level: 114

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Since: 03-15-04
From: Oregon, US

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Posted on 04-27-04 06:09 AM Link | Quote
I meant, the first slot, as actually being the first slot. You know, which animated tile to use? I said the pow/silver pow/on/off/normal one later
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

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Since: 03-15-04
From: Söderhamn, Sweden

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Posted on 04-27-04 10:38 PM Link | Quote
Opps. Sorry. I remembered the order wrong. I thought about the palette/number of tiles menu, but now I see that you wrote about that. Please don't care about my previous post.
Atma X

Bandit
Level: 43

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Since: 03-16-04
From: Derrière vous!!!

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Posted on 04-29-04 04:48 AM Link | Quote
Geno: Did you ever save my tutorial on Custom Animations ... or was it just the Palette Animation tutorial that you saved?
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