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05-27-24 08:07 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Extended Animation problems... New poll | |
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cory21391

Red Cheep-cheep








Since: 04-21-06
From: North Carolina

Last post: 6365 days
Last view: 6365 days
Posted on 04-29-06 04:48 PM Link | Quote
I need help with extended animation in Lunar Magic. I think I understand how to set it up to run the animation, and place it where I want it to go (Place the tile # of where you want it in the destination and the animation tiles (Each animation frame below the preceding one) in order. It says you can only use the animation tiles on page 0X5, but it won't let me add new animation tiles there (it says "cannot modify internal/static GFX data") I tried to use tiles on page 0X1 (where my background ExGFX are) but it won't let me. How do you add new animation tiles? Also, how would you make a an animation with 4 tiles (16x16) tiles?
BlindTheThief

Red Paragoomba








Since: 11-18-05

Last post: 6558 days
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Posted on 04-29-06 08:48 PM Link | Quote
Hey man, hit up my screen name & I'll walk ya through it.
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6406 days
Last view: 6343 days
Posted on 04-29-06 09:12 PM Link | Quote
Didnt you read my tutorial about it? I think I explained how to do it.
cory21391

Red Cheep-cheep








Since: 04-21-06
From: North Carolina

Last post: 6365 days
Last view: 6365 days
Posted on 04-30-06 03:11 PM Link | Quote
I read your tutorial, and I understand how to set it up. My problem is that I can't put my custom-made extended animation tiles (the 1-8 tiles you use to make up the animation) in the ExAnimation tiles spots (tiles 400-57F are for original animation tiles, 580-657 are for the ExAnimation tiles, and 0-3FF are for the destination (the single tile that is the finished animation.) I can make a new animation with the original animaton tiles (400-57F), but everytime I try to put new animation tiles in the ExAnimation slots (580-657) it says "Cannot Modify internal/static GFX data"

How can you put new custom-made animation tiles (the ones that make up the final animation) in the ExAnimation slots (580-657)?
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6308 days
Last view: 6307 days
Posted on 04-30-06 03:32 PM Link | Quote
Go to "Super GFX Bypass"
Enable
Find where it says "GFX file to extend animated tile area"
Put your ExGFX file with the animations on there
Program your animations.
cory21391

Red Cheep-cheep








Since: 04-21-06
From: North Carolina

Last post: 6365 days
Last view: 6365 days
Posted on 04-30-06 03:39 PM Link | Quote
I sure hope this shit works. Been tryin to make it rain and snow for months. Thanks!
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6308 days
Posted on 05-08-06 10:30 PM Link | Quote
Well, now that I saw this topic, I would like to know how to make extra animations for Buzzy Beetles for their turning just like. Even for Spinies.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6307 days
Last view: 6307 days
Posted on 05-09-06 03:54 AM Link | Quote
That has nothing to do with extended animation. You have to hack the sprites' ASM code, which requires lots of knowledge, patience, and skill.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6309 days
Last view: 6307 days
Skype
Posted on 05-09-06 09:01 AM Link | Quote
Originally posted by BMF54123
You have to hack the sprites' ASM code


Actually, some of the enemies in the standard sprite graphics table have got turning animations. However, due to lack of graphics space, these animations were set to use one of the sprites' normal frames. Let's see... Shelless koopas, goombas, spineys, buzzy beetle (I think), Bob-omb, uhh... that's all I can remember, but there's probably more. It's easy to give them turning animations (assuming that you manage to free some graphics space).


(edited by Smallhacker on 05-09-06 08:03 AM)
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