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05-05-24 09:16 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Spikes New poll | |
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Mozeki

160








Since: 03-17-06
From: NY

Last post: 6467 days
Last view: 6467 days
Posted on 05-19-06 10:25 PM Link | Quote
I finally returned to hacking and I seemed To run to a new problem. I was about to make a cool puzzle level and I needed spikes. Instead of taking th castle GFX I wanted to make my own ExGFX. *I don't know how to move the spikes GFX to the level that isn't a castle level*. Can anyone Tell me how i can make my own EXGFX file and simply place Spikes in it so i can access it in objects?
The V

Koopa


 





Since: 03-01-06
From: In my own world

Last post: 6392 days
Last view: 6392 days
Posted on 05-20-06 08:36 AM Link | Quote
In the 8x8 editor, look for little white x's on black backgrounds. These tiles are "fillers" for unused 8x8 space. Go to a level that uses the castle graphics and open the 8x8 tile editor. Now, go back to the level where you want to have the spikes and past the 8x8 tile from the castle over one of the little x's. Do this until you have all the 8x8 tiles you need. Be sure to hit F9 and then the green mushroom on the toolbar between level-switching. When you're done with this, go to the 16x16 editor and arrange your four spike tiles into a 16x16 tile, then pace the tile anywhere on one of the blank Map16 pages. To make sure the tile can be accessed in multiple tilesets, use tiles 0x300-0xF00. If you want the tile to hurt Mario if he touches it, make it behave like the Black Piranha Plant tile. Hit F9 to save the tile back to the ROM. Now, you can use it in your level. You can also do the 8x8 work in a tile editor like Tile Layer Pro or YY-CHR. I use TLP because it doesn't make my antivirus freak out, but you're free to use whichever one you prefer.
Mozeki

160








Since: 03-17-06
From: NY

Last post: 6467 days
Last view: 6467 days
Posted on 05-20-06 02:32 PM Link | Quote
Thanks alot....Uh I don't see any little white X's in the castle level's 8X8 or the level i want's 8x8.


(edited by Soulblader88 on 05-20-06 01:55 PM)
Mozeki

160








Since: 03-17-06
From: NY

Last post: 6467 days
Last view: 6467 days
Posted on 05-21-06 05:54 PM Link | Quote
I still can't figure this spikes thing out.
Magic_Vampire_Joe

Reason Why SMW Hacking Sucks #2


 





Since: 04-15-06
From: Delfino Island

Last post: 6555 days
Last view: 6555 days
Posted on 05-22-06 07:53 AM Link | Quote
Right, I posted how to do ExGFX before.

Here is what I wrote last time.

Right, I recently found out how to do exgfx. Not many people like to help but you know...
1) Extract your NORMAL graphics out using LM
2) Open up, say, GFX01.bin (this should be the bin file that holds the koopas and the goombas) in a tile editor, such as TLP. - Edited note: It won't be this .bin file that hold's the foreground tiles!)
3) Open up, say, super mario all stars and find the Graphics you want. Say you want a shy guy instead of a goomba. In TLP you can click the shy guy and hold, then drag it over to the Goomba graphic in GFX01.bin, which should still be open.
4) Save the GFX01.bin as ExGFX80.bin into the ExGraphics folder. DO NOT SAVE IT OVER GFX01.bin, or you'll have to import them back from an unmodified rom.
5) open LM, and open your rom. Click import ExGraphics(Or ExGFX) on the file menu, or simply click the mushroom that says 'import exgfx'.
6) Open the level that you would like the graphics to be in.
7) Click 'Level' on the top bar and then click 'Super GFX bypass'.
8) At the bottom of this box, you should have 4 boxes that say 'SP#:#',( # being a number). Out of these 4 boxes (just the ones with SP at the beggining), click the BOTTOM LEFT one, and go down until is says 'SP# :#' I cant rememeber which number comes after the SP for this box, but it is the bottom left one.
9) go down to SP#: GFX80 (or just 80, cant rememeber again!) and click it.
10) Click OK at the very bottom of the Super GFX Bypass.
Right, what this has done is, for this single level, is used the ExGFX you made in place of the ones in the level. It will only happen in this level, so to do multiple levels (but keep the original goomba intact) you must do it again and again, Now say, you place a goomba. It will look like the Shyguy that you placed in.
Yes, the pallette is completely wrong, but you should be able to rectify that using TLP or another tile editor. Just rememeber to open the ExGFX80.bin and SAVE IT AS ExGFX80.bin

So you edited the colours and everything. Rememeber that to do the goomba properly, you must go over both of his graphics in your exgfx, or he will glitch and change from goomba to shy guy to goomba as he walks.

I hope that this helps you. Just remember to SAVE SAVE SAVE, and also SAVE. Before testing that level, save, close LM, open it again and open the rom and the same level as before. If it still looks like the shyguy, it should work. If it doesn't, you didn't concentrate on the instructions.

This hasn't failed me in the last week that I have been able to do it...

I hope it helps.

Smallhacker's is an easy to use tool. I haven't had any problems with it, so I don't think you should either. read the helpfile and keep practising with a copy of your rom. Don't use your main one, as if you do it wrong you may regret it!

When you get good at it, then do it with the actual rom.

Later

MVJ


If you want the spikes, do that, but with the foreground objects instead of a sprite.
Put your graphics over any tiles that you know you won't use for this level. Insert them, bypass the GFX and put them in. Any level you need to do this with just do subsequent ExGFX or use the same one.

Keep trying. It ain't hard -

ExGFX also keep original tiles intact, so it's the way forward.


(edited by Magic_Vampire_Joe on 05-22-06 06:54 AM)
Mozeki

160








Since: 03-17-06
From: NY

Last post: 6467 days
Last view: 6467 days
Posted on 05-22-06 04:17 PM Link | Quote
Thanks alot vampire Joe. that explained alot to me. *Goes to make a ExGFX file*
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