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05-03-22 04:54:39 AM
Jul - General Game/ROM Hacking - SMW Custom Block Problem New poll - New thread - New reply
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AlexAR
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Posted on 12-22-07 06:17:39 PM Link | Quote
I realize this is not a SMW hacking forum and that SMW forums tend to be..how should I put this..they are special. I guess I could create an account at SMWCentral to ask this, but quite frankly, I just don't want to. I believe I will get a clearer, better answer here at Jul. No offense to any SMWC posters.

Recently, I have been really delving into the depths of Lunar Magic. Up until a few days ago, all I could do was move blocks and change enemies. I can now add my ExGFX and work with most graphics related features in LM.

Anyways, my main problem is actually just aesthetics related. Does anyone know a quick fix to this...?








I downloaded this custom block "Mushroom Block" (Acts like the mushroom block from SMB2 US) from SMWCustomBlocks

It eats objects. Those bushes aren't in the background because then they would not scroll in sync with the floor.


My second question: What is the deal with custom animated blocks? I kinda sort of get it. Can someone just be kind enough to give me a step by step? When I try to get a block to only use a palette animation, every "non used" block in the tile selector starts using the animation.

Third question is custom music insertion. I can't seem to insert the music that comes with Addmusic But I'm confident I will eventually figure it out.

I appreciate any and all comments to my issues.
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Posted on 12-22-07 07:52:08 PM (last edited by Boing at 12-22-07 04:54 PM) Link | Quote


<object width="80" height="185">

<embed src="http://bbsplat.googlepages.com/bounce.swf" width="80" height="185">
</embed>
</object>


Question 1:
I don't believe there would be a way to fix that without making your own mushroom block...

You should put the hills and stuff on Layer 2, and to make it so it scrolls in sync with FG, click the blue button with the Layer 3 fish, and change Layer 2 scrolling rate to "H-scroll:Constant, V-scroll:Constant"

Question 2:
If you do a palette animation it animates a color, so in turn all graphics that use that color will also animate. An easy way to still use a palette animation is to animate a color you won't use, then edit the GFX so that it uses that color.

Question 3:
There is on biggie with Addmusic: Your ROM must be 1MB.
The commands for it (Ran through command prompt) are this:

addmusic romname.smc INIT
addmusic romname.smc
addmusic romname.smc LEVEL

All commands are case sensitive. Only use the INIT line once. LEVEL inserts tracks 20-3F into level music, the one without LEVEL inserts tracks 11-18 into OW music.


No offense to any SMWC posters.

None taken, I'm dieing to get out of the place myself.

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Posted on 12-22-07 08:15:36 PM Link | Quote



If you wanted to keep it Layer 1 though, the only thing I could think of is to make an ASM routine where it figure's out what 16x16 area of the page the object you are holding is in, and right it to a certain unused space and when you pick it up, it will reinsert that value in that spot so it doesn't mess up. But you would have to do it for multiple blocks and I'm not even sure if it would work at all.

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Posted on 12-22-07 09:58:27 PM Link | Quote
Jul - Post #1877 - 12-22-07 04:58:27pm
The first problem is SMB 1-1 clones have been done a million times. The second is when you pick up the block, it will just replace whatever's behind it with a blank space. (Which is a bad thing if you have any passable blocks on that layer, but fixing it could be difficult; you'd need to give each one an index into an array where it could keep track of the previous block.)

Unless you feel like doing a lot of ASM work, putting the background objects on layer 2 is probably the only solution.

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AlexAR
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Posted on 12-23-07 03:13:09 AM Link | Quote
Originally posted by Boing
Question 1:
I don't believe there would be a way to fix that without making your own mushroom block...

You should put the hills and stuff on Layer 2, and to make it so it scrolls in sync with FG, click the blue button with the Layer 3 fish, and change Layer 2 scrolling rate to "H-scroll:Constant, V-scroll:Constant"



I actually thought about the layer 2,3 but I wasn't confident with editing them. Once I read your reply I went ahead and tried it and it worked perfectly!

I had to edit the "Level Mode" to allow Layer 2 Editing, which was super easy, then threw some layer 2 bushes and bam, they don't get eaten and scroll in sync with the floor. Thanks Boing.

As for the palette animation, you were spot on again. Although I am still not 100% on what is happening, It looks like what I want.

And as for the music, I had already read that 1MB requirement. So I used Lunar Expand to make my rom 1MB..still didn't work.

Originally posted by HyperHacker
The first problem is SMB 1-1 clones have been done a million times.


...I may be using SMB graphics, but I don't recall SMB 1-1 having mushroom block type blocks..

You can get an idea of what my SMW hack will be if you recall my previous cross -over hacks.. Yes, I realize that still isn't very original..well bahumbug to you I say..
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Posted on 12-23-07 05:20:49 AM (last edited by HyperHacker at 12-23-07 02:22 AM) Link | Quote
Jul - Post #1883 - 12-23-07 12:20:49am
Eh, I figured you just opened up an easily-accessible level and put them in there temporarily to test them.

I recall SMB2 had that same problem with the light beams coming off of doors. The solution? Treat the beams as solid. You can sit blocks on top of it.

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Posted on 01-08-08 11:34:14 PM Link | Quote
Originally posted by HyperHacker
Eh, I figured you just opened up an easily-accessible level and put them in there temporarily to test them.

I recall SMB2 had that same problem with the light beams coming off of doors. The solution? Treat the beams as solid. You can sit blocks on top of it.


Yeah, I remember building mini forts after I beat Triclops with all the mushroom blocks in there. That's the 3 headed snake's name right? Anyways I got another cosmetic issue.

I created a block that uses my own ExGFX graphic. I need it to act just like a ? block with a single coin. So I set its behavior to 127 or whatever the number is. It works fine. But when I hit it, that spin block pops up for a second as it bumps up. Then after that, it turns into that brown "used up" box. I can't edit those graphics in Lunar Magic's GFX editor. It tells me something about invalid animated area...

I think I can fix it easily enough, If I can find those graphics in the extracted gfx's. Lunar Magic says those animated blocks are in GFX bin file #14. But when I open it in YY CHR they are not there. Little cloud looking things take the place of the spin block and ? block graphics.

Can someone tell me whats going on and some possible solutions.

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Posted on 01-09-08 07:06:31 PM Link | Quote


<object width="80" height="185">

<embed src="http://bbsplat.googlepages.com/bounce.swf" width="80" height="185">
</embed>
</object>


The bounce block GFX are in GFX00, change the graphics and save it as a ExGFX file. Load it into SP3.

I don't see what the animations have to do with anything.

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AlexAR
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Posted on 01-09-08 11:34:59 PM Link | Quote
Ok Ignore my last post. This is a slightly different problem. They say a picture is worth a thousand words..so here you go



So yeah, the sprite that bounces out a bit is using palette 8. So are the tiny bits of block that shoot out when you break the smashable block. I am sure there is a solution to this.

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Posted on 01-10-08 12:11:26 AM Link | Quote


<object width="80" height="185">

<embed src="http://bbsplat.googlepages.com/bounce.swf" width="80" height="185">
</embed>
</object>


They didn't match in the original SMW.

Simple solution: Use a custom palette.

If that doesn't work for some random reason, change this ROM address:
10989 | 8 bytes | Sprite tilemap related | Block bounce sprite pal/gfx

Considering it's 8 bytes long I'd assume that 1 byte is for the tilemap, and the other is for it's properties (which would be stored in the Xyppccct format.) As for why its duplicated 4 times I don't know, there was only 2 bounce block GFX from what I recall.

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AlexAR
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Posted on 01-10-08 01:57:57 AM Link | Quote
Originally posted by Boing
They didn't match in the original SMW.

Simple solution: Use a custom palette.
...


I of course am using custom palettes. But how do you change which palette that block sprite is using. Right now it's using palette #8 which is Mario's palette which I cannot modify. It gets overridden. Or am I missing something utterly stupid?
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Posted on 01-10-08 06:38:39 PM Link | Quote


<object width="80" height="185">

<embed src="http://bbsplat.googlepages.com/bounce.swf" width="80" height="185">
</embed>
</object>


Originally posted by AlexAR
But how do you change which palette that block sprite is using. Right now it's using palette #8 which is Mario's palette which I cannot modify. It gets overridden. Or am I missing something utterly stupid?



Originally posted by Boing
If that doesn't work for some random reason, change this ROM address:
10989 | 8 bytes | Sprite tilemap related | Block bounce sprite pal/gfx

Considering it's 8 bytes long I'd assume that 1 byte is for the tilemap, and the other is for it's properties (which would be stored in the Xyppccct format.) As for why its duplicated 4 times I don't know, there was only 2 bounce block GFX from what I recall.





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Posted on 01-10-08 07:59:05 PM Link | Quote
8 bytes long? Seems about right, I think...

1: ? block
2: Turn block
3: Note block
4: ON/OFF block
5: Translucent block
6: ...err...

...damn. I can't think of any more...

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Posted on 01-10-08 08:12:28 PM (last edited by Mattrizzle at 01-10-08 05:24 PM) Link | Quote
There are 7 block bounce sprites:
Turn block with item / ! block
Note block
? block
Unused turn block that can be bounced off of from the sides (looks like a P-Switch )
Translucent block
On/off switch
Turn block

The 8th byte doesn't appear to be used at all...

What tile each sprite uses is in a different table at 113F1.

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Posted on 01-10-08 11:05:31 PM Link | Quote


<object width="80" height="185">

<embed src="http://bbsplat.googlepages.com/bounce.swf" width="80" height="185">
</embed>
</object>


Hm, this information will prove useful for me.
*Boing goes to remap the On/Off switch and note block bounce sprites.

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Jul - General Game/ROM Hacking - SMW Custom Block Problem New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
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28 database queries, 4 query cache hits.
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