News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - darkhog

Pages: [1]
I wonder, because as an avid DH player, I often get to it and I am pretty much pissed at that glitch that don't let me play even though I want to. It makes me moody.

Newcomer's Board / Re: Is there any easy to use SMB gfx editor?
« on: January 01, 2012, 09:08:15 am »
Tile Layer Pro has a feature where you can arrange tiles, but it's still probably not what you want.

You can take a screenshot of the title screen etc. and edit it to your liking then paste it back into the ROM. You can also write a program to dump the data and display the raw tiles as it would be in-game.

Actually that'd be enough given the fact LunarMagic has similar feature and I played with it with good success. Also is it dos program? If so, does it run in DOSBox?

Newcomer's Board / Is there any easy to use SMB gfx editor?
« on: December 30, 2011, 09:50:06 pm »
Since in YY-CHR all sprites in SMB come up as scrambled (and believe me, I tried every possible alignment option) and title screen, the biggest image in game which I want to edit too is most scrambled and can't get it right can you give me some hints on any SMB-specific sprite and tile editors so I'll be able to edit all sprites easily?

I couldn't find an alternative to those two utils and since I am interested in full SMB hack so after I done with it it'll barely resemble SMB at all those tools are essential for me. So is there anyone who knows Japanese and want to try to translate this?

the thank you mario palette is the same as the pipe palette by default but it's just the same as whatever the existing palette is (for instance if you put coins where the text will appear, the text will have the same coin color)

You did not fully understand me. I want pipe's palette slot to change to grey thank you mario (from now on let's call it t.y.m.) so pipes, etc. will be grey, then I want to assign pipe's slot to HUD, so HUD will be also grey. Unfortunately this slot is assigned by game's program and I know I will need to fiddle a bit with this. For now I must be happy that at least I can make text green using first part of Your reply.

//edit: By the way - only I see that Toad in this game show "double F*** you" sign?

Oh ok... Thanks for (unneeded) technical info about NES. So how can I change slot used for coloring HUD to the one used by pipes and (separate problem) how to change palette loaded into this slot to "thank you mario" palette?

Oh, OK - I can bear gray pipes since I want to replace almost everything except level design and music - and that only because I don't know how to hack levels and music. So how to change HUD's slot to the pipe one and change pipe's palette to the one used in Thank you text?

ROM Hacking Discussion / Mario graphic & text hack - HUD pallette problem.
« on: February 24, 2011, 12:53:39 pm »
As my first project (probably like every beginner romhacker) I decided to make something simple - Mario graphic and text hack. Also I decided to change font to my own - with gradient which caused troubles in Mario HUD and popping scores after killing goomba/taking mushroom or 1up after taking 1up shroom. Two words: Wrong palette.

Fortunately in game ROM there is 4 color subpalette which would be great for other things also. Saddly it is used only for Thank you Mario(...) text and maybe for few graphical sprites.

My question is how to change HUD so it'll have "Thank you mario" colors? I don't want to change palletes used for hud in normal/underworld/underwater and castle levels, because as far as I know those palletes are used for things like clouds, etc. I just want to change references, so game will draw every text using color subpalette from Thank you mario text.

Pages: [1]