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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 - Questions and Answers for newbies! | |
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mikeyk

Koopa
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Posted on 08-15-04 03:36 AM Link | Quote
i have a question about using block editor. I am trying to add certain included blocks that change into the next map16 when hit. However, if I insert any of these blocks in any of the map16 pages from 4-F, the game crashes when I hit the block. I have no problem using these blocks when they're in pages 0-3, but I want to use BMF's slowdown fix that requires the blocks to be on page F. I've experienced this problem with every rom that I've tried adding blocks to (including a unedited, just expanded ROM). Please help if you can.
Smallhacker

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Posted on 08-15-04 04:13 AM Link | Quote
Are you using Blocktool 2 (or whatever it's called) by BMF? Don't do that unless you need the slowdown fix (which only appears if you have got like two billions of blocks). Use the original version as much as possible.
mikeyk

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Posted on 08-15-04 08:43 AM Link | Quote
I've been using the original version of block tool. That is why I can say the "to next map16 object" blocks work fine on pages 0-3. People say that they only experience slow downs with a ton of custom blocks. However, I have about 30, and there is still a noticeable slow down when there are a lot of sprites on screen. I particularly notice the slowdown at the start of Yoshi's Island 2 where all the red koopas are on the first ledge.
Terror-Zombone

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Posted on 08-15-04 08:37 PM Link | Quote
Thanks. I made the level, installed the ASM, but i'm getting dead because of the goombas or chucks! Enemy Galore!
Smallhacker

Green Birdo

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Posted on 08-15-04 11:41 PM Link | Quote
Originally posted by mikeyk
and there is still a noticeable slow down when there are a lot of sprites on screen.


That has nothing to do with custom blocks. There's always slowdown when there's too many sprites at the same time. The slowdown fix only fixes Custom Block slowdowns, not sprite slowdowns. In order to avoid the sprite slowdown, decrease the number of sprites. There's no other way.
FuSoYa
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Posted on 08-16-04 05:29 AM Link | Quote
Originally posted by Smallhacker

That has nothing to do with custom blocks. There's always slowdown when there's too many sprites at the same time. The slowdown fix only fixes Custom Block slowdowns, not sprite slowdowns. In order to avoid the sprite slowdown, decrease the number of sprites. There's no other way.


Custom blocks can contribute to sprite slowdowns. The threshold for the number of sprites to cause sprite slowdown getting lower with more custom blocks is what caused custom block slowdown to be a noticeable issue in the first place.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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- Xkeeper
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Posted on 08-16-04 03:58 PM Link | Quote
Also note that slowdown will be much more pronounced in an interactive Layer 2 level or water level with buoyancy enabled (more interactive blocks = more processing to do). I could only have a few Goombas on screen at once in one of my Layer 2 levels before I made the Block Tool update.
Terror-Zombone

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Posted on 08-23-04 04:04 AM Link | Quote
Originally posted by Neko54123
Also note that slowdown will be much more pronounced in an interactive Layer 2 level or water level with buoyancy enabled (more interactive blocks = more processing to do). I could only have a few Goombas on screen at once in one of my Layer 2 levels before I made the Block Tool update.

What do you mean?
Keikonium
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Posted on 08-23-04 06:52 AM Link | Quote
Okay, what he means is when you are in a level where say, something comes down from the ceiling and trys to crush mario, if you have alot of custom blocks/sprites or both the slow down will be much slower than a level with nothing trying to crush mario.

And if your refering to the block tool update, I have no clue seeing as I have almost 20 blocks and my game doesn't go any slower...even with all the sprites.


BTW, I think that the more animated objects/BG's are in your level the slower your game will be in that area.
Talky Toaster

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Posted on 08-23-04 06:49 PM Link | Quote
I was just wondering... I loaded gfx00.bin into YY-chr, how come the colours are different?

Anyone want any toast?
Smallhacker

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Posted on 08-23-04 11:28 PM Link | Quote
The BIN files only contains the graphics, not the colors. Since the game can use the same graphics but with different colors, how are the programs supposed to know which colors to choose? The best thing you can do is to load the colors from a savestate in YY-Chr and choose which palette to use.

Edit: By the way! This is already in the FAQ!


(edited by Smallhacker on 08-23-04 02:29 PM)
Gywall

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Posted on 08-27-04 12:14 AM Link | Quote
I'm going to supply a link to my old SMW hacksite with what not to do in a hack examples.
Click here for the page

Now that site scares me..
Dr. Mario is just a graphics hack that is open for people who want Dr. Mario in thier hack.. and there's a few level edits.. some ok, some bad
JR11

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Posted on 08-28-04 06:00 AM Link | Quote
Maybe an explanation on how to change the GFX of sprites would be wise.
Smallhacker

Green Birdo

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Posted on 08-28-04 01:54 PM Link | Quote
Look HERE.
If you are talking about choosing which tiles a specific sprite uses: No. (At least not yet.)
JR11

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Posted on 08-29-04 11:09 PM Link | Quote
Close. There should be a step by step guide on how to change a sprite's graphics.
i.e: The Shy Guy from a Goomba in DW:TLC
Smallhacker

Green Birdo

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Posted on 08-29-04 11:26 PM Link | Quote
All the needed info is there, but Ok.
Step by step guide:

1) Click on "Options" and make sure that "Use joined GFX files" is checked.
2) Export graphics (Red Mushroom in toolbar)
3) Go to the directory "Graphics" in the ROM directory.
4) There, you should find a file called "AllGfx.bin" Open it in a tile editor.
5) Find the Goomba graphics. (Make sure that the tile editor is set to "SNES 4bpp" mode)
6) Edit and save
7) Import the graphics (Green Mushroom in LM's toolbar)

There you go!
JR11

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Posted on 08-30-04 12:07 AM Link | Quote
Won't that change the graphics for the entire ROM? (I only want to make changes to sprite GFX for individual levels, not the whole game.)
Gywall

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Posted on 08-30-04 12:10 AM Link | Quote
Originally posted by Masterofmario11
Won't that change the graphics for the entire ROM? (I only want to make changes to sprite GFX for individual levels, not the whole game.)


ExGfx.
KP9000

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Posted on 09-05-04 06:57 AM Link | Quote
I am using YY-CHR to view the Title screen data, switched to 2BPP GB but it isnt there...
Smallhacker

Green Birdo

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Posted on 09-05-04 12:52 PM Link | Quote
Don't post the same thing in both this thread and a new thread.
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