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0 users currently in SMW Hacking. |
User | Post |
smwedit Posts: 51/62 |
Originally posted by Bloodstar Yes, I really need the space so I can put large backgrounds. I know FuSoYa changed one in DW1 to a brick, but I don't know how he did it. I tried using a hex editor's "find difference between files" function with Demo world 1 and a regular SMW rom, but there were over ten thousand differences as I remember, so that wasn't very helpful. What I am thinking is that if I can find the subroutine for updating the Vram with the animations, I can "EA it all out" with a hex editor |
Bloodstar Posts: 226/669 |
Originally posted by Alastor the Stylish ack, I'm stupid. XD Can't believe I didn't think of removing the bush Well, the original animations, when removed, could be used for additional tilespace/objects. Could come in handy when making complex backgrounds... (especially like some of smwedit's...) |
Alastor Posts: 6239/8204 |
I am fairly certain he said he had no use for the original animations, though. No sense using more space than you need to. |
Doritokiller Posts: 172/369 |
Originally posted by Alastor the Stylish ... But aren't there like 10+ pages that are empty there? |
Alastor Posts: 6233/8204 |
Uh. In the map16 editor. Select the coin or whatever, and change the tiles that make it up to where you're putting your ExAnimated tiles. I don't think anyone's going to miss the bushes, for example. |
Bloodstar Posts: 225/669 |
This shit is confusing the fuck out of me. What I need is to know how to disable the standard animations in SMW... or, how to repoint them to the ExAnimatedGFX area so I could have custom coin/? block/used block animations on a per-level basis.
So... anyone up for figuring this out? (hell, if we figure enough out, Smallhacker could even write a program for this, should enough become known about the data these anims use...) |