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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: 6489 days Last view: 6489 days |
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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: 6682 days Last view: 6682 days |
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Hey man, hit up my screen name & I'll walk ya through it. | |||
Ice Man Panser Since: 11-18-05 From: Germany Last post: 6530 days Last view: 6466 days |
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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: 6489 days Last view: 6489 days |
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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)? |
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Tatrion <_<; Since: 11-17-05 Last post: 6432 days Last view: 6430 days |
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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. |
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cory21391 Red Cheep-cheep Since: 04-21-06 From: North Carolina Last post: 6489 days Last view: 6489 days |
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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: 6431 days |
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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 Since: 11-18-05 From: MOOGLES Last post: 6431 days Last view: 6430 days |
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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 |
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Originally posted by BMF54123 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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