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0 users currently in SMW Hacking. |
User | Post |
Skreename Posts: 175/1427 |
Originally posted by BioOriginally posted by Skreename Are the stretchy-turn-block things changeable yet? I haven't seen anything on that... nor the sprite for when you hit a turn block, or the little brick fragments, or much of the other things that use Mario's palette. The V: You have to export the graphics to file and then edit it with something like YY-CHR or TLP. |
The V Posts: 68/100 |
Originally posted by BMF54123 LM won't let me do that. |
BMF54123 Posts: 300/876 |
Originally posted by The VYou don't need Sprite Paint for that...just edit his graphics. |
The V Posts: 67/100 |
Isn't there an easier way to change sprite palettes? Sprite Paint doesn't work too well and MWR is way too technical for me. I also want to make Yoshi's arms match the rest of his body. SP only worked on my flying Goombas. |
C:/xkas bio.asm Posts: 593/1209 |
Originally posted by Skreename what are you talking about?, you can change almost every pallete in the game with LM, change wich one sprite use with MWR, and most of the remaining one can be found in the SMW ROM adress thread |
Skreename Posts: 173/1427 |
Unfortunately, a lot of palette info is still unknown... It's bad when you change a palette to the point where all the graphics don't fit it any more without altering all of the other palettes for the palette-swapped things. |
C:/xkas bio.asm Posts: 592/1209 |
Originally posted by The V dawn, just read the post above your |
The V Posts: 62/100 |
I had that problem too. I wanted to make the Pokeys green instead of yelllow. Maybe my problem is that I was running SpritePaint on a different computer than the one I was running LM on. MWR only alters a sprite's behavior. I used it to make the Goombas squishy. |
C:/xkas bio.asm Posts: 531/1209 |
Originally posted by lynch82 no, it can, just edit the graphic byte 1: setting bit 1 changes the gfx page bits 2-4 tell which palette (8-F) the sprite uses setting bit 5 disables fireball killing of the enemy setting bit 6 disables cape killing of the enemy bit 7-8 are useless |
1169 Posts: 24/36 |
Excellent, handy to know. Was odd looking at a wrongly coloured shy guy (:
I am guessing Lunar Magic must not read the palette to use from the ROM? |
Deleted User Posts: 200/-7750 |
Originally posted by ghettoyouthOriginally posted by lynch82 ...and this ''trick'' is easter egg is lunar magic |
ghettoyouth Posts: 220/332 |
Originally posted by lynch82 it's not a bug, you can modify the sprite palettes that are displayed in Lunar Magic with the map16 editor, press ctrl+shift+pgdown and jump to the last to maps. and don't forget to press ctrl+f9 to save |
1169 Posts: 23/36 |
Excellent, thanks greatly.
Thanks to smallhacker as well for writting it (; Now I have a somewhat more complex question; which I am guessing smallhacker could answer having written the app mentioned above . . . How can I programatically set it? I know how to do ASM, so I can easily insert ASM code at the start of a level . . . but where is the palette stored in ROM/RAM *edit: interesting bug; the palette change doesn't seem to show up in Lunar (even after reloading) - works fine in game though* |
Stephan Reiken Posts: 83/200 |
http://smwcentral.pure-text.com/?p=list&type=tools
Get Sprite Paint |
1169 Posts: 22/36 |
Could some one tell me, or direct me to a resource that will tell me, how to change the palette a particular sprite. In this case I want to change the palette that goombas use to palette F from what ever it is.
I don't mind hacking ASM to do it; but I just can't track it down. (i tried MWR too, but it doesn't seem to do it) Any help would be MUCH appreciated. |