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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 - Need assistance in FG/BG please. Experienced Answers Required. A Lengthy Post. | |
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infidelity

Red Paratroopa
Level: 21

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Since: 09-13-04
From: U.S.A.

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Posted on 09-21-04 09:58 PM Link | Quote
I've received great help from everyone here, and you guys have explained everything crystal clear to me, and I thank you. But, I'm getting confused, and frustrated with the Super Bypass GFX and Map16. I need to know the following.

1. If you decided to do major graphic, & backround hacking for 1 level, will you ultimately have to do it for every level in the game? I ask because, when I save a Map16 file, a huge amount of levels are all screwed up. I have half the game customly designed (playing wise), and when I look at my levels, all the graphics are screwed up, and I have to draw, ot paste things together, which accumulates a large amount of time. "Like spikes, ground pieces, etc, etc.

2. Certain levels I have, I'd like them to look a certain way. But this all comes down to ExGFX files. All the ExGFX files I've obtained are from the ExGFX workshop. I've been using them strictly for FG3. All of the ExGFX files I've obtained include 2 Map16 files. I'm creating SMB1/SMB2 levels. Now, you all know the brown block that turns into coins if you hit a POW block, or when you hit a coin block right? Well, I want it to look like the original SMB1 block in my SMB1 level, and a custom desigined one for my SMB2 level. Now, when I paste over the brown block with the SMB1 original block, it appears in the level. But, when I go to take a look at my SMB2 level, the block is all garbage. BUT, why is it, when it's the original smw brown block, it can stay there for every level in the entire game???? This goes for every item, not just the block, it's happend to me with multiple items.

The reason I'm complaining, is I love doing this stuff. And I know people are able to do this with the greatest of ease. It's taking away from my level development. I know that when people load up a BG, it's pasted perfectly for them to work with. And that's another thing. BG, The only BG I could find from ExGFX Workshop, was that sky backround with the clouds, very awesome looking! But there's not other BG related downloads, they're all level related ExGFX. And, I have no idea how to create a custom map16, which I'd like to know how to do.

I'm a fast learner, but am getting frustrated with having to draw things over again, paste things over again, when I know there's a correct way of doing it. But I can't figure it out. I'd appreciate someones help in this, someone who is Extremely experienced, and doesn't mind taking the time, to show the ropes. my aim screen name is "infidel81" my email is "infidel80@hotmail.com" This is one of my favorite games of all time, and all the hacks I've seen here, are inspirational and amazing. Thank You for taking the time to read this, and I thank all of you, who would hopefully, take the time to help me out. I appreciate it. Thank You.
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 09-21-04 10:28 PM Link | Quote
1. Well... It's complicated. With the first two pages of the map16, everything is shared between levels... If you change something there you will pretty much have to edit all the other levels' graphics so it fits, however, if your editing happens to have everything in the exact same places as they were in the original SMW and they do the exact same things, then you really won't.

2. Well the thing is... You really can't have two different "used" blocks in the same hack. They're an animated block with the first part of the animation being all the same thing which is used normally and the second part being a spinning coin which is used when the silver POW is active. This however is not true if you animate it yourself in each level via the extended animation frames, but that would be rather unnecessary and you'd HAVE to make a new one each time. I just wouldn't do that, it'd be too much work for too little benefit. As for why it appears as garbage, the two ExGFX files you're using probably have it loading from different places, and you can't do that if it's still on the default pages, which it'd have to be if the regular blocks are to turn in to it, unless you were to use a custom block that mimics their activity.

As for the background... People just don't submit them terribly often. They're not nearly as fun to work on as foreground graphics in my experience, and as a result people who aren't getting money off their work don't see the need to make them.

As for making your own map16... I've always sucked at explaining this. I'ma let someone else. I'm somewhat drained after just finishing the third level in my hack, anyway


(edited by Kratos Aurion on 09-21-04 01:29 PM)
(edited by Kratos Aurion on 09-21-04 01:29 PM)
(edited by Kratos Aurion on 09-21-04 01:31 PM)
infidelity

Red Paratroopa
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Posted on 09-21-04 10:43 PM Link | Quote
For the map16 part. I have different ExGFX files on different map16 pages. I leave the first two pages alone. And sometimes, my hacked level will get screwed up if I change something in my other hacked level. From what I've seen, certain levels share the same map16 pages, even the ones before page 10. I' have the smb1 brown block. Now I tried telling it to act like the brown block from smw (132) but when i hit a coin block, or see one of the blocks I placed in the level, it does not look like the smb1 block, it still looks like the smw block.
Smallhacker

Green Birdo

SMW Hacking Moderator
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Since: 03-15-04
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Posted on 09-21-04 11:05 PM Link | Quote
Sorry, but that won't work. The blocks will always turn into the same block, no matter if you have another block that acts like it or not.
infidelity

Red Paratroopa
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Posted on 09-21-04 11:11 PM Link | Quote
what i also want to know. is when you hack a level. does your original smw levels backrounds and FG's get screwed up? if not, what steps am i missing? I do not put fg's on pages 1 or 2 of the map16.
Atma X

Bandit
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Posted on 09-22-04 08:20 AM Link | Quote
To make sure that the original Gfx don't get screwed up, don't Edit the Gfx.bin files (0-7F), use the ExGfx Files (the ExGfx files start out saying "Not Inserted", but you create them by using them in a Level, and then Inserting the ExGfx [but make sure you Extract the ExGfx first,... or all of your Gfx/ExGfx goes Kapoof!]).

And as for the Map 16 data, just stay away from the First two pages of the FG Map 16 Tiles, and the first two pages of the BG Tiles ( Pages 0-1, and Pages 10-11)
infidelity

Red Paratroopa
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Posted on 09-23-04 07:08 AM Link | Quote
I haven't edited the gfx## files, when I insert ExGFX files and want to insert them, they make my regular graphics screw up, which is normal I know, but it screwes them up for multiple levels for me.

And also, how can you use backround images from pages 12 on? Because the only way I can create backrounds, is when theyr'e located on page 10. My backround will only accept images from page 10. I have pages after page 10 with graphics, but if I want to use them, I have to place them on page 10. Am I still missing steps here?
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