| Posts by nicetas_c |
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So yeah, I am new to SMW hacking and I was messing with the custom music stuff. Here is what I have done:
1. I expanded the ROM to 2MB, using Lunar Magic.
2. I applied the N-SPC ASM patch (MORE.asm) with Xkas GUI 2.2.3.
3. I added some songs from SMWC which required the N-SPC patch, using Romi's AddMusic v4.04.
4. I loaded the ROM in SNES9X v1.51. I didn't even get the Nintendo Presents screen.
So what's wrong and how should I fix it?
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didn't notice it at first...
So where can I find the location of this freespace?
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Thanks!!!
So are there any tutorials about N-SPC? I might make one in the future if there isn't one.
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Are there any instruments which do not fade-out automatically, or won't become non-audible until I use an r* rest command or put a new note?
If no, are there any ways to do so?
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I encountered something like this in one of the many TXTs under the Music section:
(1)[cdefgab>c<]
egegegeg
(1)2
What does this actually mean?
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So if I add more than one music into a ROM, can multiple music share the same label?
Also, can I do something like this:
(1)[[c8g8]2d+16d16d+16g+8^16]1
g8
(1)1
a+8
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| Last edited on 2010-06-25 12:22:25 PM by nicetas_c. |
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Thanks, that thing nearly crashed Romi's AddMusic.
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Somewhere I saw this in the forum:
Originally posted by someone in SMWCThe tempo used in the TXT file should be 5/6 of 1/2 of the original tempo.
But I thought that it should be 2/5 of the original tempo. Which one is more accurate?
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Originally posted by marioVSshadowI wouldn't even bother estimating this when you can use this tool to convert the original BPM to an SMW tempo...
That's why I don't use that tool as I myself still think that 2/5 is more accurate than 5/12. I will check it now.
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| Last edited on 2010-06-26 10:31:10 AM by nicetas_c. |
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Some instrument charts said that instrument @0 can reach o6a but o6f, o6f+, o6g, o6g+ and o6a glitched in the real ROM. Is it just me, or is the chart wrong?
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I would like to suggest some (?) new elements for the List of Elements (not sure whether they are accepted or not):
3b) Edited level C5 so that Mario can die in the intro for glitched life display (P5 lives).
5b) Bypassing the time limit to FFF.
7b) OW levels that lead to level 0/100.
11b) Sprite spam.
11c) MAJOR SLOWDOWN
11d) Danmaku spam.
14b) Piranha plant with red stem.
26b) Vice-versa.
28b) Extended object 46 (Midway point bar) on screen boundary.
29b) Pipes/doors that lead to forced death.
29c) Forced time up/reset (time limit must be more than enough).
29d) Pipes/doors that lead to forced freeze, e.g. transfering Mario to a room with Podoboos but without sprite buoyancy.
29e) Switch blocks-related forced death.
32b) Blank message boxes.
32c) Swearing in message boxes/castle cutscenes.
39b) Cement block abuse.
40b) Anti-Kaizo trap at goal.
41b) Misleading trails of coins.
49b) Wrong tileset-specific objects/sprites.
56b) Unfinished levels. (keep this element to a minimum)
57b) Hammer Bros. platforms pushing Mario into undesired areas.
59) Note blocks in castle levels.
60) Bullet Bills spawned without Bullet Bill generators or with a misplaced generator.
61) Coins on top of ? blocks.
62) No reset pipes/doors in P switch-related puzzles.
63) Silent crash by importing custom music with nothing after a / command.
64) Diagonal structures where the player can travel inside them, e.g. the diagonal pipe in level 105 without things blocking the front of the pipe.
65) Baby Yoshies sitting in one level (but not from ? blocks).
66) Misplaced goal poles so that something like bush can be seen below the poles.
67) Levels that require immediate reaction once the player enters them.
68) Tides in vertical levels.
69) Re-enterable switch palaces.
70) Switch palace switches in the top half of the level so that the message box will be overlapped by the switch.
71a) Yellow levels with secret exits.
71b) Red levels without secret exits.
71c) Secret exits without revealing new paths.
72) Use of block 100 to connect plains and inclines.
73) Triangle blocks without block 1EB below.
74) All-sides note block abuse.
75) Going past screen 0F in levels with layer 3 tides.
76) Ledge-dwelling Monty Moles on ground and vice-versa.
77) Blarggs in vertical lavafalls.
78) Skull rafts moving through solid blocks.
79) Wrong vertical scrolling setting.
80) Slippery movement in grassland/bridge/etc levels and vice-versa.
81) Horizontal net climbing koopa troopas on 2 cells-wide nets.
82) Ugly constructions, e.g. houses built from mushroom ledges, a cutoff door, cutoff berrys etc.
83) Ugly 2x2 blocks everywhere. (resizable Lunar Magic objects have a default size of 2x2)
Also, what is the difference between element #10 and #19?
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I predict what we get for the whole 2012 is a 404 not found page.
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Can I have more than one screen exit per screen?
Or, is there any way that changes the screen exit of the current screen depending on Mario's X position?
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