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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Super Mario World hacking - New hacker--questions, ideas, etc. | |
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Breakman

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Posted on 12-22-04 12:07 AM Link | Quote
Okay, well, I have only been snooping around the SMW hacking scene for a few weeks, since I started playing (and beat with *96 in about 5 hours) the original, and wondered, after having experienced NES rom hacks before, 'do SMW ones exist, I wonder?'...which led me to this board, where I have been not only downloading and enjoying hacks, but have had actually creating my own spark my interest. I have some of the essential stuff and have been reading and messing around for a month or more, and I think it's about time to start seriously working on my first Super Mario World hack. I see that there is a myriad of excellent hacks already, and this community has existed for some time; though, I still want to learn and take up this hobby, especially while I have as much free time as I do until I start college somewhere between next August and Janurary

Okay, so, enough of my blabbing, onto the questions and stuff--Sorry if any of this is exceedingly over-asked or I should have posted it in an existing thread or anything like that, I've looked around and I feel like it's safe if I just go ahead and do it like this:

1. How do you edit the 'Nintendo presents' screen, for starters? It's not a big deal, but I haven't seen how to and many hacks I've played have done this.

2. How do you edit boss battles? In Lunar Magic they seem uneditable, but some hacks (well, the only one I can think of that I've played so far is Super Mario Oddyssey, but still) have done it. At least on my first hack, I don't plan on doing anything extreme like that, only, say, making the Iggy-type battles take place on a long, flat horizontal plane with ever-dropping goombas or something like that, for example.

3. Is there an easy/fast way to find or access a certain sprite or object, or is it just all manual?

4. Is there an easy way to figure out what each color represents in the pallette editor?

5. How do you cause Mario to simply 'beat a level' like in the Bonus Game? I actually changed that very level and the only way I know how to finish it is putting down a 'level-ending' ? sphere, which seems...odd

6. On that topic, how do you make the ? sphere-type level ending keep Mario standing still as the victory plays, instead of walking on as if he passed an end-of-level goal?

7. How exactly do you get keyholes to work? That's probably my newbest question which I could have figured out, but I thought I'd go ahead and ask it while I'm here..

That's all I can think of now, I'll put anything else in this thread later if need be.

I've also heard that it's good to just make a 'good level' before you start your first serious hack and etc. etc.... I've only just messed around with levels so far and haven't done anything serious or really 'good' yet, but I already have the whole idea for my first hack in place and I was thinking of just going ahead and doing all the stuff like overworld/palette changes/etc before I really started working on the stages. Is that really a bad idea or should i focus on individually creating the stages and finishing the map and etc. at a slower pace before I move on with everything else? What I'm planning is a game that greatly expands on the original SMW's option to let you choose to go left or right from Yoshi's House in the beginning; in my game, instead of the left path simply being an optional route to a Swith Pallace, I'm actually splitting the first map into two separate and equal parts, complete with two castles and each leading to completely separate areas. At the very end of each area (consisting of probably 2 more entire maps) I'm putting a switch palace, the Red and Blue ones which I plan on changing to Black and White, and having Yoshi's House have a key/hole at the very top, inaccessible without having both White and Black Switch Palaces activated, which leads to the final areas.

Whew, that seemed like an insane run-on sentence and was probably unnecessary, but I just felt like sharing ^^;

So, answers, questions, comments?
Karadur

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Posted on 12-22-04 12:29 AM Link | Quote
1) Extract the GFX in Lunar Magic (Red Mushroom button). If you extracted the GFX as seperate files, open GFX00.bin in your tile editor of choice (I use YY-CHR). If you use the same program, choose the 4BPP SNES option in the first dropdown list, and if you use another tile editor, just mess around with the view settings 'till the graphics appear properly. If you extract the GFX as one file, open it like you would've in the step above, and just look around the start for the 'Nintendo Presents' tiles,

2) You have to change the level properties (Mario's Head button in Lunar Magic). I'm not sure which option you have to pick, but one of them should show the proper background for the boss level and such, then you can put in sprites or whatever you want. You need to change the level type back to what it was before after you're done making your changes,

3) From what I read in the Lunar Magic 1.62 sticky thread, you're supposed to be able to just press a number key, and it'll jump to the first matching hex number for the sprite that it finds. There may be more to it than that, but that's all I know as far as it.

4) Besides changing colors randomly, and hoping you find the right one, I don't think so

5) Not quite sure on this one. I think that level's specially designed so it ends after you hit all the cards, since if you try putting that sprite in another level and play it, the level won't end after you hit all the cards

6) Other than putting a solid block right after the goal sphere, I don't know how to do this either. Most likely something you can change in a hex editor, but it may be something you have to do with ASM, in which case it gets harder.

7) What exactly are you having trouble with here? As far as I know, all you need is to have a key and a keyhole in a level, and things should work fine. Unless the level's not set up to use two exits in the overworld editor I'll wait to see exactly what you're trying to before I explain that

Inevitably, someone's going to post a link to the sticky thread with hints for Newbies, telling you to look there, but I hope you've already thought to do that
Smallhacker

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Posted on 12-22-04 12:31 AM Link | Quote
Edit: Crap. Karadur beat me to it.

Look HERE in case you wouldn't like to start a new thread when you have got questions. If you have got any questions to my answers, look there.

1. How do you edit the 'Nintendo presents' screen, for starters? It's not a big deal, but I haven't seen how to and many hacks I've played have done this.

Extract the graphics. (The top of AllGFX.bin if you're using joined files, File 00 if you're not.)


2. How do you edit boss battles? In Lunar Magic they seem uneditable, but some hacks (well, the only one I can think of that I've played so far is Super Mario Oddyssey, but still) have done it. At least on my first hack, I don't plan on doing anything extreme like that, only, say, making the Iggy-type battles take place on a long, flat horizontal plane with ever-dropping goombas or something like that, for example.

It's not very possible. There's a way to add sprites to it. (Change the level mode in the header to a normal one, add the sprite and change the level mode back to the original one)


3. Is there an easy/fast way to find or access a certain sprite or object, or is it just all manual?

Uhm... I can't really understand that question...


4. Is there an easy way to figure out what each color represents in the pallette editor?

Not really. The top 7 are for blocks and such and the bottom 7 are for sprites.


5. How do you cause Mario to simply 'beat a level' like in the Bonus Game? I actually changed that very level and the only way I know how to finish it is putting down a 'level-ending' ? sphere, which seems...odd

Use a goal block from Block Tool.


6. On that topic, how do you make the ? sphere-type level ending keep Mario standing still as the victory plays, instead of walking on as if he passed an end-of-level goal?

That only works on vertical levels.


7. How exactly do you get keyholes to work? That's probably my newbest question which I could have figured out, but I thought I'd go ahead and ask it while I'm here..

Just place a keyhole and a key on the level. Piece of cake.


(edited by Smallhacker on 12-21-04 03:32 PM)
Juggling Joker

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Posted on 12-22-04 12:35 AM Link | Quote
For reference, having two branching paths from Yoshi's house is not a bad idea, I've actually considering something like that (on a larger scale, but you get what I mean). Just make sure you keep in mind that you can't have 3 exits in one level. This isn't to say you can't have two pre-existing paths (like I think you probably intend) and a 3rd open up with the key.
TheCube

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Posted on 12-22-04 01:16 AM Link | Quote
Originally posted by Breakman
4. Is there an easy way to figure out what each color represents in the pallette editor?


Actually, the Lunar Magic manual tells you what most of the colors are for. Very useful.
Breakman

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Posted on 12-22-04 04:13 AM Link | Quote
Ahhhh, thanks, thanks. Fast replies and lots of help--good forum <3

Karadur--Yeah, I've already read all the newbie threads. About the keys..Actually, in the edit of Yoshi's House I did to later lead to the end of the game with a key-exit, well I went ahead and made the whole stage with red and blue ! block placeholders and put the key and keyhole where they needed to go, and then I put another key/hole at the bottom to test out the exit. Duh, obviously this messes something up, and I didn't even think to say it, I just thought I'd ask that since it didn't work and I was thinking of all the questions I could. I'm guessing it's only possible to have one working keyhole per level, or at least per screen, as now that I think of it they're probably on the same screen...

Smallhacker--Yeah, question 3 wasn't really well-worded. What I'm trying to say is, is there a faster way to select stuff to put into stages, such as pipes, enemies, etc. etc. (all the objects/sprites), than just manually digging through them? I'd guess there'd be a way to input the exact code of something and go directly to it, which though it might take awhile to memorize, it'd make that process a /lot/ faster.
As for question 4, does that mean those 14 are the only major things I should worry about? Or do things like bushes in grass levels, etc. not belong to either of those categories? Since I'm just starting out, I don't want to go too deep, just give some stages a more 'light' or 'dark' feel, and I'm giving my first map and its stages some grey looks. Wow, that makes it sound boring ><

JJ--Exactly.

Cube--...*should read manuals more often*

Okay, now, I've got a couple more things I've run into that I'm gonna ask about.

8. Is it possible to save custom palettes to use in multiple levels, but have the original or another custom palette saved for the rest of the levels, or something like that? For example, if I wanted a bunch of 'light'-looking grass areas and caves, and also some 'dark'-looking ones, and still have the original palette as well. Can you save a custom palette or would I have to go into each level and manually give them the same or similar custom palette for each level I want to look like that?

9. No matter what I do, the palette changes I make in the overworld editor aren't saved in the actual game, even if I save the map onto the rom. I used one of the default palettes to make the first map grey, but when I try to change the Yoshi's Island palette to make the paths Mario walks on between levels and the grass around them a different color, though it looks perfect in the OW editor, it still looks like a cream path and green grass in the rom itself :/

Thanks for putting up with the annoyance
Juggling Joker

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Posted on 12-22-04 04:26 AM Link | Quote
There is no internal saving of custom palettes besides for the level you are saving them for. However, you can export palettes into external files and import them into another level, which achieves the same thing. Doing it this way will preserve the original palettes.
Smallhacker

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Posted on 12-22-04 04:45 AM Link | Quote
Originally posted by Breakman

Smallhacker--Yeah, question 3 wasn't really well-worded. What I'm trying to say is, is there a faster way to select stuff to put into stages, such as pipes, enemies, etc. etc. (all the objects/sprites), than just manually digging through them? I'd guess there'd be a way to input the exact code of something and go directly to it, which though it might take awhile to memorize, it'd make that process a /lot/ faster.

The best way is to turn off the IDs in the Add windows (from the options menu). Then, click on a random object and enter the first letter of the object. If it doesn't show you the object you want, press the same key again.

Originally posted by Breakman
As for question 4, does that mean those 14 are the only major things I should worry about? Or do things like bushes in grass levels, etc. not belong to either of those categories? Since I'm just starting out, I don't want to go too deep, just give some stages a more 'light' or 'dark' feel, and I'm giving my first map and its stages some grey looks. Wow, that makes it sound boring ><

Grass and bushes and stuff belongs to "Blocks". Accually, everything that's not sprites are blocks.
Breakman

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Posted on 12-22-04 04:54 AM Link | Quote
Excellent, excellent. Now, one more thing..

10. Is there a way to flip 8x8 tiles on the overworld? Like, the preset path peices to the right of the maps in the OW editor.


(edited by Breakman on 12-21-04 07:56 PM)
(edited by Breakman on 12-21-04 07:56 PM)
Karadur

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Posted on 12-22-04 04:58 AM Link | Quote
Originally posted by Breakman
10. Is there a way to flip 8x8 tiles on the overworld? Like, the preset path peices to the right of the maps in the OW editor.


There is, if I understand what you're asking right. Open up the Overworld Editor, and click the button to the left of the blue switch button. From there, select the tile you want to filp, and click either the Flip X, or Flip Y checkbox, or both, depending on which way you want to flip them

Edit: Also, you can create your own path pieces from the 8x8 tiles. Make sure you're in 8x8 editing mode (click the button metioned above), select the tile you want to have as a piece of your path, and right click over one of the empty spaces. Here's a screenshot to show you what I mean. Anything after the first 16x16 tile on the second row is made from other 8x8 tiles:




(edited by Karadur on 12-21-04 08:03 PM)
PumpkinPie
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Posted on 12-22-04 05:29 AM Link | Quote
"9. No matter what I do, the palette changes I make in the overworld editor aren't saved in the actual game, even if I save the map onto the rom. I used one of the default palettes to make the first map grey, but when I try to change the Yoshi's Island palette to make the paths Mario walks on between levels and the grass around them a different color, though it looks perfect in the OW editor, it still looks like a cream path and green grass in the rom itself :/ "

You have to start a new game every time to see the changes that you made in the overworld. Have you been loading quick saves to see the changes in the palette? Just start a new file.
Breakman

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Posted on 12-22-04 05:54 AM Link | Quote
Originally posted by CheesePie


You have to start a new game every time to see the changes that you made in the overworld. Have you been loading quick saves to see the changes in the palette? Just start a new file.



It still doesn't work, even when I start a new game in SMW...

Heh, and...

11. I'm not so sure about the Event Editor. I need to use the layer 2 event editor to make my invisible stages appear, but it's weird...in the guide, it says to just go into event editor mode and create the road in order from one stage to the next, but I'd think that you'd like, somehow assign that to an event? If I give the level 'No Event' in the level settings nothing happens when I complete it, while if I give it 'Event 7' which I saw another level contain, just to test it out, the screen goes black and i can't see the road or new level, but I CAN go up to the new level. So I'm guessing your'e supposed to assign events as you create them, but how would you go about doing so?


(edited by Breakman on 12-21-04 09:07 PM)
cpubasic13
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Posted on 12-22-04 06:25 AM Link | Quote
To save the overworld palettes, edit them, then press the "Save RGBs to ROM". That will save them. Otherwise, you will lose them.
Glyph Phoenix

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Posted on 12-22-04 07:04 AM Link | Quote
This guy is learning Lunar Magic at an alarming rate, and he used 'myriad' in a sentence correctly. I have no choice but to expect great things.
Karadur

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Posted on 12-22-04 07:08 AM Link | Quote
Originally posted by Breakman
11. I'm not so sure about the Event Editor. I need to use the layer 2 event editor to make my invisible stages appear, but it's weird...in the guide, it says to just go into event editor mode and create the road in order from one stage to the next, but I'd think that you'd like, somehow assign that to an event? If I give the level 'No Event' in the level settings nothing happens when I complete it, while if I give it 'Event 7' which I saw another level contain, just to test it out, the screen goes black and i can't see the road or new level, but I CAN go up to the new level. So I'm guessing your'e supposed to assign events as you create them, but how would you go about doing so?



When I was figuring out the Overworld editor, I just erased the first 5 or so events, so I'd have something to work with. There's no reason that wouldn't work for you
Breakman

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Posted on 12-22-04 07:21 AM Link | Quote
Originally posted by Karadur

When I was figuring out the Overworld editor, I just erased the first 5 or so events, so I'd have something to work with. There's no reason that wouldn't work for you


Yeah, but, how do I 'asssign' event #'s to the events I make? Or does it do it like 100% automatically?

Glyph--Thanks; I'm really serious about this, and so far I'm having a blast, so I hope and believe that that'll be true, heh
Karadur

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Posted on 12-22-04 07:47 AM Link | Quote
Originally posted by Breakman
Yeah, but, how do I 'asssign' event #'s to the events I make? Or does it do it like 100% automatically?



Figures. I was actually writing something up telling you how to go about setting an event to take place after you beat a level, but I reread your post, and thought you were asking something completely different I'll just type it again. Right off the bat though, this assumes that you want to do something with the first and second levels of your hack, the first level is not Yoshi's House, and it only has one exit.

1) Place the two levels on the overworld. One should be visible (use the 16x16 Overworld Tile Selector box, in Layer 1 16x16 Editor mode), and the other should be transparent (use the 16x16 Overworld Tile Selector box in Layer 1 Event Editor mode).

2) Open up the Level Settings dialog box for the first level, and choose the event you want the level to activate once it's beaten. For this 'tutorial', we'll assume you chose event 0.

3) Open the Level Settings dialog for the second level, and down in the list titled "Reveal this level tile on any of these events" choose the event that you set in the previous step (in this case, event 0)

4) Put down a path between the two levels with Layer 1 16x16 Editor mode, and the 16x16 Overworld Tile Selector.

5) Save the overworld, then if need be, save any changes in the main Lunar Magic window, then load up your ROM in your SNES emulator. Beat the first level, and the second level should appear.

That doesn't go over making paths appear on the overworld, but I'll wait to see if you need help with that. Hopefully you understand the above, and that's what you were looking for
Breakman

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Posted on 12-22-04 08:18 AM Link | Quote
hahaha....I got it to work, but... XD When I complete the first level, yes it reveals the 2nd level and the path to teh 2nd level just like I wanted...but every time a section of path is revealed, the screen flashes blue and when the path is complete the entire map sans visible stages and paths is black! What the heck?
Glyph Phoenix

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Posted on 12-22-04 12:13 PM Link | Quote
I think it has to do with the palettes you use. I think you can only use 4 and 6 and one other palette. I used 3 and it blinks every time you use an event and finally goes black at the end, just like you described

I'm fairily new to Lunar Magic, so I can't really say which palletes you can use or why, but I think those palletes may be used by the game during events to hold alpha blending information so they're not valid as overworld colors.

But this is all just speculation because of when and where they happen -- I don't know why, really.
Breakman

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Posted on 12-24-04 04:37 AM Link | Quote
How do I change sprite animations? Like, specifically, those of the flower/feather? I'm trying to make them into white and black 'orbs' of power to go along with the whole 'white = mobility and black = strength' thing I'm doing, and they look kind of silly wobbling back and forth. It'd be even better if someone know how to keep the feather from floating, and make it just stay still like a flower.
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