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05-20-24 05:34 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Questions and Answers for newbies
  
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HyperHacker
Posts: 1523/5072
Well, this is probably a very n00bish question, but I don't see any explanation in the help file, FAQ, or the overworld tutorial on SMW Central (and BTW, that tutorial is poorly designed and confusing ). After I beat a level, Up is supposed to be enabled, but it's not. Why not? Does it have to reveal an event? Things seem to work fine if I have Up enabled from the start.
[edit] Hm, it does too. THANKS A LOT GUYS (j/k)[/edit]

Also, the 'priority' bit for the layer 2 8x8 tiles doesn't seem to be doing anything. I want to have a level behind a hill, but the level tile and Mario show up in front of the hill.

Oh and that link in the first post is really hard to see. Try using CSS to change the link colours or something.
Cruel Justice
Posts: 816/1637
Speaking of which...

*looks around the forum and throws up*

What... the... HELL... happened!?
I thought stupid questions would be deleted but maybe I misunderstood something. If I was an admin, there would be alot of banned people from this particular forum due to their lacking capability to consult the FAQ.

Lo and behold! The spawning point of redundant questions is reborn!
Luigi-San
Posts: 150/1713
Originally posted by GodWar
I like this page and leanr much but many questions are not on this page


Then read the FAQ.
GodWar
Posts: 38/38
I like this page and leanr much but many questions are not on this page
Kailieann
Posts: 181/808
Because, as has already been pointed out, nothing in-depth is known about SMA2's code except that it uses the same level format.

Which Nintendo probably did so that they could just copy the original levels without having to remake them.
asdf
Posts: 77/4077
Originally posted by spel werdz rite
...SMW and SMA2 have very similar builds and that there may exist a hidden feature in LM.


If I remember correctly, someone once tried to get this to work. He found the flag you have to enable in order to "enable" SMA2 support. Upon doing so, Lunar Magic does allow you to select the .gba extension on the "Open ROM" menu. However, when you choose the SMA2 Rom, all it says is "I don't think so, Tim."
spel werdz rite
Posts: 235/1796
Originally posted by FreeDOS
under the part that asks the question about editing SMA2, you should add this (at least the same basic explaination):
Nintendo did not use any of the original Super Mario World code for the SMA2 version, it was based off of the first SMA, the physics, graphics, and (most) sound was changed of course. There is zero similarity to the SuperNES Super Mario World behind the scenes. Making an editor for SMA2 means reverse engineering it from the ground up. If you'd like to do it, go right ahead, otherwise the answer is that there is no current way to hack it.
Go to the pipe secret in DW:TLC, have a message box in your item box. Let it drop, and Fu will talk about how SMW and SMA2 have very similar builds and that there may exist a hidden feature in LM.
Smallhacker
Posts: 128/832
Originally posted by FreeDOS
Nintendo did not use any of the original Super Mario World code for the SMA2 version, it was based off of the first SMA, the physics, graphics, and (most) sound was changed of course. There is zero similarity to the SuperNES Super Mario World behind the scenes.


Really?

Just curious... Where did you hear that?
Kailieann
Posts: 145/808
Originally posted by FreeDOS
There is zero similarity to the SuperNES Super Mario World behind the scenes.


Y'know. Except for the part where they use the same level format.
FreeDOS +
Posts: 116/1312
under the part that asks the question about editing SMA2, you should add this (at least the same basic explaination):
Nintendo did not use any of the original Super Mario World code for the SMA2 version, it was based off of the first SMA, the physics, graphics, and (most) sound was changed of course. There is zero similarity to the SuperNES Super Mario World behind the scenes. Making an editor for SMA2 means reverse engineering it from the ground up. If you'd like to do it, go right ahead, otherwise the answer is that there is no current way to hack it.
The Kins
Posts: 65/352
Originally posted by Mack Daddy Mario 64
Hmmm......is there a way to get squashable goombas and breakable Bricks that only mario can break when he's big or when he's holding a Koopa Shell on SMW?

AAAARRRRGH.

1.) Reconfigurator
2.) BlockTool
3.) LOOK AROUND. Read the site this thread is about! JESUS GOD.
Deleted User
Posts: 29/-7750
Hmmm......is there a way to get squashable goombas and breakable Bricks that only mario can break when he's big or when he's holding a Koopa Shell on SMW?
Smallhacker
Posts: 68/832
Added to the FAQ

Thank you.
Tatrion
Posts: 79/2467
Ok I finished the Map16 FAQ... tell me if I left out anythign important....

~~~~~~~~~~~~~~~~~~

How to get started with, use, and master the Map16 editor

First off, the most important thing you should know about the Map16 editor in

Lunar Magic is the F9 key. This key will save your changes you make to the

Map16. This is THE mistake the 99% of newbies make when using the editor.

I'll repeat for emphasis -

PRESS F9 TO SAVE
PRESS F9 TO SAVE
PRESS F9 TO SAVE

Now that that's clarified, onto the actual use of the editor!

~~~ Section 1- getting started ~~~

Subsection 1- what is the Map16 editor?

The Map16 editor is one of the most powerful tools in Lunar Magic (Which I

will refer to as LM from now on). It is used to decide what graphics,

properties, layer priority, and more a block will use. There are $0F, or 16 in

decimal, pages for you to use for foreground blocks (layer 1), and a further 16

pages for background (layer 2) objects. In case you don't know hexademic

counting, or base 16, it works like this in Map16 editor -

Decimal (base 10) on the left
Hexadecimal (Base 16) on the right

1 = 0
2 = 1
3 = 2
4 = 3
5 = 4
6 = 5
7 = 6
8 = 7
9 = 8
10 = 9
11 = A
12 = B
13 = C
14 = D
15 = E
16 = F

This is not essential knowledge. It is only to show that the first page is

represented as page $0 ( the dollar sign means the number after it is in

Hexadecimal (Base 16)), and that numbers above 10 are represented as

letters. Other things inside the editor will also use the Hexademic system. I'll

talk about these later though.


subsection 2 - What exactly does the Map16 editor do?

Like I explained above, it determines what Graphics, properties, etc etc

blocks in Super Mario World have. Graphics are determined by what 8x8 tiles

make up a 16x16 pattern (explained later) and properties are determined by

what block you set your block to act like (also explained later).


~~~ Section 2: Using the Map16 editor ~~~

Subsection 1: The basics

So obviously, the first thing you will want to do is open the Map16 editor. Do

this by going to the LM menu command "editors" and clicking "16x16 tile map

editor window". Try doing this in a blank ROM first so you can practice, before

using it inside of your hack. Make sure you make a backup...
Next, you should probably see a bunch of random stuff on a screen with a few

buttons and some information on the bottom. This is the main page of the

Map16.
Some of the navigation commands for this are the up and down arrow keys, to

move up and down, the page up and down keys, to change the pipe palettes

(I'll explain), and the function keys (F 1-12). A right click will paste the

currently selected tile to the mouse position. A left click will select a tile. This

tile will appear on the lower right. A ctrl + left click will copy a tile to the

clipboard, and a ctrl + right click will paste it. Holding down alt+ right clicking

will paste a tile without its gameplay setting (I will explain). F9 will save the

Map16 data. But you should know that. All unsaved changes will be lost if you

switch levels before hitting F9!! F5 will export the current Map16 FG data

(pages 0-F) to a file (useful for making backups) and F6 will load it. F7 will

export all the BG Map16 (pages 10-1F) data to a file, and F8 will load it . F2

will export the only the current page of Map16 data from the ROM, and F3 will

load it back in. Unlike the other export and import keys, these two will also

save/load the Map16 Gameplay settings for the tiles in the page, if

applicable).

Vertical pipes use 4 sets of Map16 data, and the set it uses depends on the

screen number in the level. Page up or down will change the displayed set.

Subsection 2: The specifics

When you select a tile, it will appear in the lower left corner. Click 16x16

attributes to modify this tile.

The first four values are what 8x8 tiles make the 16x16. There are always four.

To see what GFX the tiles are, open the 8x8 editor and rollover a tile. You can

only choose tiles between values $0 and $1FF.
Next are attributes. The first scrolldown will change what palette the tiles are

rendered in. You can modify the palettes in the Palette editor. Next is layer

priority. You can choose if this tile will appear over or under Mario or other

sprites. Lastly is gameplay settings. This will select what original tile you

want this tile to mimic. Some common ones are -

130 - mimic cement block
25 - mimic "passable through any side" block
12F - Mimic black piranha
106 - Mimic clouds (passable through bottom, but can walk on)

Once you make your tile, paste it by right clicking on a blank tile. Do not put

it on the first two pages. Only put it on the third page if you only want it to

appear on just the tileset you're on. Before you paste it, you can press the

"Flip X" or "Flip Y" button to flip it in that direction.

You can also edit one 8x8 tile by clicking it on the big 16x16 tile, then

clicking 8x8 attributes. Most attributes are the same as 16x16.

The first two pages are the original Map16 pages used by the original game.

Modifying these is not recommended, though you can copy these tiles to

other pages. These pages will change depending on what tileset you have

loaded. So loading a rope tileset will have rope tileset tiles on it. Also, some

tiles do not change, no matter what the tileset is. An example of these are

cement blocks, or turn blocks.

The next page ($02) is a custom page you can put anything you want onto,

but it is tileset specific. The last 13 are more custom pages, but they are

static. The next pages ($10-$1F) are background tiles. $10 and $11 are the

original sets made by Nintendo, and the rest are an extension. These are

basically the same, but do not have a gameplay setting.


~~~ Section 3: FAQ (Frequently asked questions) ~~~

Q : Help! I saved the level, but my map16 data didn't save! I lost it all!

A : When you finish using the map16 and are happy with the results, you

MUST use F9 to save.

Q: I put my tiles down, and pressed F9 to save, but they only have graphics in

one level! In all the others, it's a blank tile!

A: You put that tile on the third page. That one is tileset specific, so any tiles

you set will only appear on that tileset. Try moving that tile to the fourth

through sixteenth pages.


...have more questions? PM Tatrion on the board.


~~~~~~~~~~~~~~~~~~~~~~

And that's it.
Kailieann
Posts: 17/808
Originally posted by spel werdz rite
As in create a new thread? It only takes me to the Advance SMW hacking forum.


Which is precisely where PalASM questions belong. There is nothing basic about PalASM.
spel werdz rite
Posts: 5/1796
Originally posted by Kailieann
PalASM questions belong here


As in create a new thread? It only takes me to the Advance SMW hacking forum.
Smallhacker
Posts: 28/832
Originally posted by spel werdz rite
Error: In your FAQ there seems to a broken link about the SMB3 pipes.
Is it a way of saying Fu will never release his pipes? Is it just a screwed up link? Or is it a bad link to MikeyK's Pipes?


Thanks for pointing that out. I've fixed other links pointing to the old board as well.
Kailieann
Posts: 16/808
PalASM questions belong here
spel werdz rite
Posts: 1/1796
Request: How about giving a little info on PaletteASM.
Error: In your FAQ there seems to a broken link about the SMB3 pipes.
Is it a way of saying Fu will never release his pipes? Is it just a screwed up link? Or is it a bad link to MikeyK's Pipes?
Qusetion: The reason I'm requesting palASM is because I want a level where your fighting bowser and it takes three hits the first two rounds and five the last. I can do this no problemo because I know where the ROM address is, but the reason I'm throwing PalASM into the mix is bcause I also want a different level where your fighing bowser, but in this level, I want him to take four hits the first two rounds and six hits on the last round.
Anybody?
Smallhacker
Posts: 10/832
You can copy/paste it here or in a PM to me.
This is a long thread. Click here to view it.
Acmlm's Board - I3 Archive - SMW Hacking - Questions and Answers for newbies


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