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Acmlm's Board - I3 Archive - SMW Hacking - Questions and Answers for newbies | New poll | | |
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Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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Since we've got a new board, why not a new FAQ?
Questions and answers for newbies (The FAQ has been moved to SMW Central. Link updated.) Please comment on it (CONSTRUCTIVE criticism, plzkthx). Thanks to Boom.dk for hosting the FAQ and making the File Manager I used. (edited by Smallhacker on 01-04-06 03:51 PM) (edited by Smallhacker on 05-01-06 09:24 AM) (edited by Smallhacker on 05-02-06 09:37 AM) (edited by Smallhacker on 05-03-06 11:04 AM) |
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Doppelganger 8DS Since: 11-17-05 From: 65 00 20 00 65 00 1F 00 65 00 2F 00 Last post: 6431 days Last view: 6431 days |
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That website crashes lololol for me, and it says Error 403 forbidden in IE. What did you change apart from the content in the coding? | |||
S.N.N. wtf Since: 11-17-05 From: Ontario, Canada Last post: 6436 days Last view: 6431 days |
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It's very nice. I like the layout of it, how they're all on the side. Nice color scheme too It's helpful | |||
Deleted User Banned Since: 05-08-06 Last post: None Last view: 6431 days |
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Cool! Very Useful | |||
Tatrion <_<; Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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Good work. If anyone's not already writing the parts about Map16, I'll write it. | |||
Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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Originally posted by Tatrion You can do it if you want to. Otherwise, the MAP16 page will be done at the same time as LM 2.0. |
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Tatrion <_<; Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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So should I just write it in notepad and copy it here when I'm done or what? I have a lot of time to kill as of recent... | |||
Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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You can copy/paste it here or in a PM to me. | |||
spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6430 days |
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Request: How about giving a little info on PaletteASM.
Error: In your FAQ there seems to a broken link about the SMB3 pipes. Is it a way of saying Fu will never release his pipes? Is it just a screwed up link? Or is it a bad link to MikeyK's Pipes? Qusetion: The reason I'm requesting palASM is because I want a level where your fighting bowser and it takes three hits the first two rounds and five the last. I can do this no problemo because I know where the ROM address is, but the reason I'm throwing PalASM into the mix is bcause I also want a different level where your fighing bowser, but in this level, I want him to take four hits the first two rounds and six hits on the last round. Anybody? |
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Kailieann Since: 11-18-05 Last post: 6430 days Last view: 6430 days |
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PalASM questions belong here (edited by Kailieann on 11-20-05 01:43 PM) |
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Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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Originally posted by spel werdz rite Thanks for pointing that out. I've fixed other links pointing to the old board as well. |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6430 days |
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Originally posted by Kailieann As in create a new thread? It only takes me to the Advance SMW hacking forum. |
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Kailieann Since: 11-18-05 Last post: 6430 days Last view: 6430 days |
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Originally posted by spel werdz rite Which is precisely where PalASM questions belong. There is nothing basic about PalASM. (edited by Kailieann on 11-20-05 01:43 PM) |
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Tatrion <_<; Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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Ok I finished the Map16 FAQ... tell me if I left out anythign important....
~~~~~~~~~~~~~~~~~~ How to get started with, use, and master the Map16 editor First off, the most important thing you should know about the Map16 editor in Lunar Magic is the F9 key. This key will save your changes you make to the Map16. This is THE mistake the 99% of newbies make when using the editor. I'll repeat for emphasis - PRESS F9 TO SAVE PRESS F9 TO SAVE PRESS F9 TO SAVE Now that that's clarified, onto the actual use of the editor! ~~~ Section 1- getting started ~~~ Subsection 1- what is the Map16 editor? The Map16 editor is one of the most powerful tools in Lunar Magic (Which I will refer to as LM from now on). It is used to decide what graphics, properties, layer priority, and more a block will use. There are $0F, or 16 in decimal, pages for you to use for foreground blocks (layer 1), and a further 16 pages for background (layer 2) objects. In case you don't know hexademic counting, or base 16, it works like this in Map16 editor - Decimal (base 10) on the left Hexadecimal (Base 16) on the right 1 = 0 2 = 1 3 = 2 4 = 3 5 = 4 6 = 5 7 = 6 8 = 7 9 = 8 10 = 9 11 = A 12 = B 13 = C 14 = D 15 = E 16 = F This is not essential knowledge. It is only to show that the first page is represented as page $0 ( the dollar sign means the number after it is in Hexadecimal (Base 16)), and that numbers above 10 are represented as letters. Other things inside the editor will also use the Hexademic system. I'll talk about these later though. subsection 2 - What exactly does the Map16 editor do? Like I explained above, it determines what Graphics, properties, etc etc blocks in Super Mario World have. Graphics are determined by what 8x8 tiles make up a 16x16 pattern (explained later) and properties are determined by what block you set your block to act like (also explained later). ~~~ Section 2: Using the Map16 editor ~~~ Subsection 1: The basics So obviously, the first thing you will want to do is open the Map16 editor. Do this by going to the LM menu command "editors" and clicking "16x16 tile map editor window". Try doing this in a blank ROM first so you can practice, before using it inside of your hack. Make sure you make a backup... Next, you should probably see a bunch of random stuff on a screen with a few buttons and some information on the bottom. This is the main page of the Map16. Some of the navigation commands for this are the up and down arrow keys, to move up and down, the page up and down keys, to change the pipe palettes (I'll explain), and the function keys (F 1-12). A right click will paste the currently selected tile to the mouse position. A left click will select a tile. This tile will appear on the lower right. A ctrl + left click will copy a tile to the clipboard, and a ctrl + right click will paste it. Holding down alt+ right clicking will paste a tile without its gameplay setting (I will explain). F9 will save the Map16 data. But you should know that. All unsaved changes will be lost if you switch levels before hitting F9!! F5 will export the current Map16 FG data (pages 0-F) to a file (useful for making backups) and F6 will load it. F7 will export all the BG Map16 (pages 10-1F) data to a file, and F8 will load it . F2 will export the only the current page of Map16 data from the ROM, and F3 will load it back in. Unlike the other export and import keys, these two will also save/load the Map16 Gameplay settings for the tiles in the page, if applicable). Vertical pipes use 4 sets of Map16 data, and the set it uses depends on the screen number in the level. Page up or down will change the displayed set. Subsection 2: The specifics When you select a tile, it will appear in the lower left corner. Click 16x16 attributes to modify this tile. The first four values are what 8x8 tiles make the 16x16. There are always four. To see what GFX the tiles are, open the 8x8 editor and rollover a tile. You can only choose tiles between values $0 and $1FF. Next are attributes. The first scrolldown will change what palette the tiles are rendered in. You can modify the palettes in the Palette editor. Next is layer priority. You can choose if this tile will appear over or under Mario or other sprites. Lastly is gameplay settings. This will select what original tile you want this tile to mimic. Some common ones are - 130 - mimic cement block 25 - mimic "passable through any side" block 12F - Mimic black piranha 106 - Mimic clouds (passable through bottom, but can walk on) Once you make your tile, paste it by right clicking on a blank tile. Do not put it on the first two pages. Only put it on the third page if you only want it to appear on just the tileset you're on. Before you paste it, you can press the "Flip X" or "Flip Y" button to flip it in that direction. You can also edit one 8x8 tile by clicking it on the big 16x16 tile, then clicking 8x8 attributes. Most attributes are the same as 16x16. The first two pages are the original Map16 pages used by the original game. Modifying these is not recommended, though you can copy these tiles to other pages. These pages will change depending on what tileset you have loaded. So loading a rope tileset will have rope tileset tiles on it. Also, some tiles do not change, no matter what the tileset is. An example of these are cement blocks, or turn blocks. The next page ($02) is a custom page you can put anything you want onto, but it is tileset specific. The last 13 are more custom pages, but they are static. The next pages ($10-$1F) are background tiles. $10 and $11 are the original sets made by Nintendo, and the rest are an extension. These are basically the same, but do not have a gameplay setting. ~~~ Section 3: FAQ (Frequently asked questions) ~~~ Q : Help! I saved the level, but my map16 data didn't save! I lost it all! A : When you finish using the map16 and are happy with the results, you MUST use F9 to save. Q: I put my tiles down, and pressed F9 to save, but they only have graphics in one level! In all the others, it's a blank tile! A: You put that tile on the third page. That one is tileset specific, so any tiles you set will only appear on that tileset. Try moving that tile to the fourth through sixteenth pages. ...have more questions? PM Tatrion on the board. ~~~~~~~~~~~~~~~~~~~~~~ And that's it. |
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Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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Added to the FAQ
Thank you. |
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Deleted User Banned Since: 05-08-06 Last post: None Last view: 6431 days |
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Hmmm......is there a way to get squashable goombas and breakable Bricks that only mario can break when he's big or when he's holding a Koopa Shell on SMW? | |||
The Kins Hoarder Since: 11-18-05 From: Hurf. Last post: 6445 days Last view: 6431 days |
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Originally posted by Mack Daddy Mario 64 AAAARRRRGH. 1.) Reconfigurator 2.) BlockTool 3.) LOOK AROUND. Read the site this thread is about! JESUS GOD. (edited by The Kins on 12-19-05 04:13 AM) |
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FreeDOS + Giant Red Koopa Legion: freedos = fritos Since: 11-17-05 From: Seattle Last post: 6430 days Last view: 6430 days |
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under the part that asks the question about editing SMA2, you should add this (at least the same basic explaination):
Nintendo did not use any of the original Super Mario World code for the SMA2 version, it was based off of the first SMA, the physics, graphics, and (most) sound was changed of course. There is zero similarity to the SuperNES Super Mario World behind the scenes. Making an editor for SMA2 means reverse engineering it from the ground up. If you'd like to do it, go right ahead, otherwise the answer is that there is no current way to hack it. |
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Kailieann Since: 11-18-05 Last post: 6430 days Last view: 6430 days |
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Originally posted by FreeDOS Y'know. Except for the part where they use the same level format. |
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Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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Originally posted by FreeDOS Really? Just curious... Where did you hear that? |
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