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05-17-24 08:17 PM
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Acmlm's Board - I3 Archive - SMW Hacking - SMW's standard animations? New poll | |
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Bloodstar

660
blue boar boobies
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Since: 11-17-05

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Posted on 07-09-06 06:28 PM Link | Quote
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...)
Alastor
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Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

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Posted on 07-09-06 06:47 PM Link | Quote
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.
Doritokiller

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Since: 06-15-06
From: California

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Posted on 07-09-06 07:14 PM Link | Quote
Originally posted by Alastor the Stylish
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.

... But aren't there like 10+ pages that are empty there?
Alastor
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Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

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Posted on 07-09-06 08:48 PM Link | Quote
I am fairly certain he said he had no use for the original animations, though. No sense using more space than you need to.
Bloodstar

660
blue boar boobies
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Since: 11-17-05

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Posted on 07-09-06 11:50 PM Link | Quote
Originally posted by Alastor the Stylish
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.


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...)
smwedit

Red Paragoomba


 





Since: 11-18-05

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Posted on 07-10-06 03:10 PM Link | Quote
Originally posted by Bloodstar
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...)

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


(edited by smwedit on 07-10-06 02:11 PM)
(edited by smwedit on 07-10-06 02:11 PM)
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