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0 users currently in SMW Hacking. |
User | Post |
Brazilian SMW Hacker Posts: 16/19 |
To all that posted in that topic trying me to help I thank, but I already discovered as that in a very easy way is made. Unhappily some sprites you cannot use even so. |
C:/xkas bio.asm Posts: 831/1209 |
then just edit the sprite tilemap to move the bone |
FPI Posts: 101/197 |
Originally posted by Hhllrssstttxaaeioy Yeah, that would work but only with the "normal" Dry Bones. You couldn't use the one which is throwing bones, because the throwing bones are using the same place in the GFX-file as the Banzai Bill. |
Alastor Posts: 5138/8204 |
But you don't have to work with ExGFX. Dry Bones draws on the upper half of the second sprite graphics page and Banzai Bill draws on the lower half of the second sprite graphics page |
Pac Posts: 294/804 |
Not to patronize him or anything, but I doubt he understood anything of what Alastor just said.
BSH: What you need to do is create an ExGFX file that contains the Dry Bones and Banzai Bill GFX in the right places. EDIT: @Alastor, oops, my mistake. Use the Super GFX bypass in that case. |
Alastor Posts: 5135/8204 |
Dry Bones graphics do not conflict with Banzai Bill graphics, and even if they did you could remap them. In the Super GFX Bypass, put SP3 as 12 and SP4 as 20, and make sure to set the sprite mode to 04 to have banzai bill work right. Then you can have both of them |
Smallhacker Posts: 509/832 |
The graphics space is limited. Having more than four graphics files (for sprites) loaded at the same time is to my knowledge impossible. |
Brazilian SMW Hacker Posts: 14/19 |
Here I am me again, asking another question. The subject is the following: all know that if I place a sprite of castle type Dry Bones in a phase with configuration for sprites of the type Banzai Bill, for instance, Dry Bones will appear in a wrong way in the phase. I wanted to know if it is possible to do a "multi-sprite-themed" stage with all the sprites appearing in the right way. |