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Acmlm's Board - I3 Archive - SMW Hacking - ExAnimated Frames for the overworld? | New poll | | |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6443 days Last view: 6430 days |
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Is it possible to have more animated tiles for the Overworld? The SMB3 Overworld tiles require a lot of animated frames, and.... Well, the water tiles wouldn't exactly look right if I try to place them where the SMW water was.... Then there's the fact that there's a whole lot more tiles that are supposed to be animated (way more than SMW used). Is there a way to get more animated frames? | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6431 days Last view: 6430 days |
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link | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6443 days Last view: 6430 days |
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Alright! Thanks, Bio! Is there NOTHING you can't do with ASM? Seriously, it's like all someone has to do is hand you the location of a code in SMW and a hex editor, and you go to town on it and make a cool ASM hack that EVERYONE wants to use. (And the funny thing is, I was thinking of that very hack that Pac put that in when I made this thread. If it wasn't for him, I never would've gotten my SMB3 overworld! All I truly need to do to finish it is recolor some tiles. Though, since I don't know where my copy of SMA4MB3 is, I can't get those cool e-Castle and Ghost House tiles. )
Edit: Okay, I'm stumped. How can I tell the patch exactly where to place the frames and where to look for the frames? You... didn't exactly explain how to work that thing, and the thread's obviously too old for me to safely post in it. Do you have a guide for it? (I generally don't try to mess with something until I know how to work it.) (edited by pikaguy900 on 12-21-06 05:18 PM) |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6441 days Last view: 6431 days |
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i haven't really worked on my hack in awhile but here's what i wrote about the patch on another thread http://new.acmlm.org/board/thread.php?id=6018 - might be useful...
i think i finally figured it out! i've been working on trying to make this work for awhile. i'll post the simplest explaination/tutorial possible in a little bit - first i'm gonna make sure this is working right *edit* ok here's the way it worked for me (i dont know much about asm or anything so forgive the terms i use incorrectly): - once you patch your rom, if you jump to E0241 in the rom with a hex editor, you'll see notice 1D 80 00 00 then 1D 90 00 00 and so on - this is, like bio said, the list of snes address pointers for each frame of animation. which is hard to understand but i'll explain as well as i can - the first address (1D800000) is the snes address of the tiles for the first frame of animation. - now when you put 1D800000 into Lunar Address you get PC address 0E8200. So now you jump to 0E8200 in YY-CHR or whatever tile editing program you use and insert the tiles for the FIRST frame of animation here (128 8x8 tiles to replace the first frame of animation for your FG1 overworld graphics) - now as long as you dont change the default pointers the patch puts at E0241, (i'm not sure why you'd want to) then you can insert the next 128 tiles (the second frame of animation) right after the first frame graphics, and so on through all 8 frames (128 tiles each) because the default pointers are set to look in these places for the graphics. *SUPER SIMPLE EXPLAINATION* patch your rom, jump to 0E8200 in the rom with a tile editor, insert the entire "original GFX.bin" file here and you can edit the tiles here to change your animation. (the first 128 tiles are frame 1, the next 128 are frame 2, and so on...) (edited by wtfweb on 12-24-06 12:53 AM) |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6443 days Last view: 6430 days |
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Wow! That means... I need to use allGFX.bin, not the seperate GFX files, right? Okay! I think I've got it now... | |||
wtfweb Red Koopa Since: 02-10-06 Last post: 6441 days Last view: 6431 days |
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i dont think it means that. the Original graphics.bin file i think comes with bio's patch if that's what you're talking about | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6443 days Last view: 6430 days |
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Originally posted by wtfweb Look, if I open up a single GFX file (like GFX1D.bin), it only goes to 0x70, not 0x0E8200. Oh darn. Nevermind. I know what it means now. It means the part at the top bar (the one that says YY-CHR and has that 6-digit hex number). XD And I've been mentioning that every time someone has a problem with getting savestate tiles to appear right in YY-CHR! XD Thanks much. Hmmm... But this is weird. AllGFX.bin only goes up to 034D00. How exactly am I supposed to get to the value now? Edit: Wait a minute... THERE'S ONLY 1 SET OF 00'S BETWEEN EACH VALUE! Why did you add an extra one onto it? That'll throw people off WAY too much, like you did me! O_o Oh well. No biggie. Just as long as people look themselves, they won't have any problems... (edited by pikaguy900 on 12-24-06 04:27 PM) |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6441 days Last view: 6431 days |
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man i dunno
i dont even get where AllGFX.bin comes into the picture. plus like i said it's been a while since i've installed the patch in my hack... or even looked at my hack for that matter maybe someone else can write a bettter tutorial. ok i reread your post and this might help you with your problem. you want to insert your graphics into the ROM itself after applying the patch - which you open with YY-CHR. not into a bin file like AllGFX.bin (edited by wtfweb on 12-25-06 01:41 AM) |
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