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Acmlm's Board - I3 Archive - The Pit of Despair - Some questions |
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Yoster![]() Red Koopa ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 02-03-06 From: Holland/The Netherlands Last post: 6438 days Last view: 6438 days |
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Hey,I'm kinda new to SMW hacking,and I have a few questions:
1. How can I make the warp pipes any color I want?Because whenever I move them over the map they change color. 2. How do I add new objects/sprites to the game, and make them react to certain actions?I know how to edit sprites. Thanks in advance |
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Zachio![]() Knuckle Joe ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-19-05 From: Q forever Last post: 6370 days Last view: 6369 days |
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Don't know about #1, but for 2:
2. That would require some ASM. Have you just edited the way they LOOK, or have you edited what they actually do? (edited by Zachio on 02-03-06 10:21 AM) |
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Yoster![]() Red Koopa ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 02-03-06 From: Holland/The Netherlands Last post: 6438 days Last view: 6438 days |
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Well,I haven't edited any objects and sprites right now,but I know how to change their look.I want to know how to add new objects in the game and how to make them act differently. And you brought up another question:
What is ASM? |
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Zachio![]() Knuckle Joe ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-19-05 From: Q forever Last post: 6370 days Last view: 6369 days |
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ASM is editing the code of the game itself. Sprite coding is the hardest right now and few people have actually done it. the best coder is mikeyk. so, for now, you're pretty much stuck with the game's current code. | |||
Yoster![]() Red Koopa ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 02-03-06 From: Holland/The Netherlands Last post: 6438 days Last view: 6438 days |
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Ok,then I guess I'll stick to all the original objects then. By the way, would it be possible if you want to get the breakeble blocks out of SMB3, to open that in a Hex editor, and take the code from the block out of there? Also, how would I be able to find certain adresses/codes in the hex editor?(finding the codes for something you want to change)And would I need to use the Super Mario Allstars rom or the orignal SMB3 rom? | |||
ghettoyouth![]() Panser ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-19-05 From: Germany Last post: 6451 days Last view: 6451 days |
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you can add new objects without knowledge of asm, god bless map16 editor and block tool...
for custom sprites, you can edit unused sprites with MWR(be careful and make a backup first!!). with MWR you can make simple sprites like squishable goombas etc. For my sprites i used number 12, 36 & 69 (36 will cause the hopping flame to glitch but you can fix it with a hexeditor) [Edit] for the pipes the map16 editor could be useful too ![]() (edited by ghettoyouth on 02-03-06 11:06 AM) |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6338 days Last view: 6337 days |
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I think was refering to Blocktool
Its already have the smashable brick inside and for your question, no, code can't be ported one game to another EDIT:GY beat me (edited by Bio on 02-03-06 11:08 AM) |
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Zachio![]() Knuckle Joe ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-19-05 From: Q forever Last post: 6370 days Last view: 6369 days |
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Originally posted by Yoster Bio beat me to it. also,http://smwcenteral.pure-text.com has an offset list that you can edit in a hex edtor. (edited by Zachio on 02-03-06 11:07 AM) |
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Yoster![]() Red Koopa ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 02-03-06 From: Holland/The Netherlands Last post: 6438 days Last view: 6438 days |
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Ok,now I'm losing track of everything ![]() 1.What is MWR? 2.How do I use Blocktool? 3.What is map16 editor?(Is it in Lunar Magic?) 4.Yes I do ask to much ![]() |
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Zachio![]() Knuckle Joe ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-19-05 From: Q forever Last post: 6370 days Last view: 6369 days |
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Originally posted by Yoster 1. MWR is a sprite editor, but it only edits simple things. I forgot about it when I posted before. ![]() 2. Here ya go 3. yes, it's in LM. click on the ? block in the level editor toolbar to open it. 4. ANSWER UNAVAILABE |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6338 days Last view: 6337 days |
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1.MWR is a editor that allow to edit some sprite caracteristic(but not is code), it will cause corruption if you try to edit sprite C9 and higher
2.link 3.yes, map16 is in LM, here a tutorial for it: link |
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ghettoyouth![]() Panser ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-19-05 From: Germany Last post: 6451 days Last view: 6451 days |
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Originally posted by Bio not only numbers above C9, for example number 17 will cause the jumping fish generator to glitch up ![]() |
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Yoster![]() Red Koopa ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 02-03-06 From: Holland/The Netherlands Last post: 6438 days Last view: 6438 days |
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Originally posted by ZachioOriginally posted by Yoster Ok,I did what it sayd there (at least the part about creating the blocks).Now how do I insert my block in the level?And how do I change it's graphics?(it wasn't very clear about that) EDIT: Also,the map16 editor won't save changes ![]() (edited by Yoster on 02-03-06 11:47 AM) |
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Acmlm's Board - I3 Archive - The Pit of Despair - Some questions |
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