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| Posts by Kojeco2 |
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Hello there, I'm Kojeco2. I'm very new to SMWC, and Lunar Magic itself. I have been working on my own hack, Mario & Luigi The Final Stand, which has custom blocks, custom graphics and custom sprites. Two things are missing in that list; custom music and custom backgrounds.
1. My first question is this: How do you insert custom backgrounds into Lunar Magic? I have tried over writing the original background tiles with custom background tiles, I have tried loading a Map16Page.bin and using it as a background, but it does not scroll properly when inserted as a block. What do I do?
2. I have gone through dozens of addmusic tutorials and I have had no luck, either the tutorial says to use Addmusic (not specified which Addmusic), or it is outdated.(download links are missing, etc.) So my question is this: Does anyone know a good, up-to-date addmusic tutorial. (You could just answer in the thread, but that may take a while to type, if you can't find a tutorial, can you just tell me which Addmusic is the best?)
Thanks,
-Kojeco2
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Never mind, I've figured both out on my own. I'll try not to ask anymore n00b questions.
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Warning: n00b alert.
One more question: I've inserted custom block 130 (appearing/disappearing block 1) in blocktool (not BTSD) into my ROM. It says to use ExAnimated frames, so I look up a few tutorials about it. All the tutorials I can find (I've gone through some 50 tutorials) use an earlier version of Lunar Magic, not v1.82, so I have to find out how to do this myself. Unfortunately, I can't. I've followed a combination of all the tutorials down to the very movements of the mouse, and what do I get? My pipe looks like a brick now, and ontop of that, it doesn't even animate at all. Here are more details:
Brick tile numbers(8x8 editor):680, 681, 690, 691
Disappeared Brick 1 tile numbers:682, 683, 692, 693
Disappeared Brick 2 tile numbers:684, 685, 694, 695
16x16 tile number(destination): 0x324 (0x1920(I have tried using 324 and 1920 (neither overlap the pipe at all) and I have had no results))
Frames 0-7: 680, 681, 690, 691, 680, 681, 690, 691
Frames 8-F: 682, 683, 692, 693, 684, 685, 694, 695
After all of that, nothing happens. I know this is just a giant wall of text but can anyone either:
A). give me the link to an up-to-date tutorial on this.
or
B). Help me find out what is wrong. And please, just because this question isn't as complex as the questions you are probably used to, please don't ignore it.
Thanks,
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| Last edited on 2011-01-17 07:13:30 PM by Kojeco2. |
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Thanks Ramp202, it works perfectly fine now.
Sorry, I lied, I do have one more question, but this one is not n00bish.
I have recently created a tower level and at one point you exit the tower and climb the exterior of it. When I tried the regular background scroll, it looked like I was just walking up a big wall, so my question is: What RAM address controls what direction the background scrolls (to make it seem as though you are circling the tower BG) and can it be controlled for individual levels?
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| Last edited on 2011-01-18 04:21:17 PM by Kojeco2. |
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Dang it! I'm not doing this on purpose I promise!
You all know how I had the problem with the ExAnimated frames? Well, it turns out that when I use Destination: 0x324, it overlaps the mushroom, and now my mushroom has disappeared completely from Lunar Magic (in the emulator it looks like a series of random tiles). Is there any way I can get my mushroom to look normal again or will I just have to start over?
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An interesting powerup I was going to include in my ROM hack was Thwomp mario.
Does:
With this unique powerup whenever you press the down button in mid-air, you turn into a thwomp until you hit the ground. In Mario's thwomp state, he can not get hurt by enemy attacks and can damage any enemy that is below him. When you press the up button while in mario's thwomp form, you turn back into Mario no matter if he is on the ground or not. (this is to prevent falling down a pit in thwomp form, in case you accidentally press down.)
Looks:
Changes mario's suit so that the overalls are red and his cap is grey. Mario's thwomp form will have a mario cap on it's forehead and will also have a grey mustache.
Another powerup is the Magic Mushroom.
Does:
When you collect this odd mushroom, Mario transforms into Magic Mario, in this form, you can shoot Magikoopa magic with the run button (like Fire Mario) but you can also summon minions with the run button depending on your Spell Power.
Spell Power:
Spell power is a special Hud area that only shows up when Mario is Magic Mario. Every time you kill an enemy with magic, it drops a magic coin. After collecting this purplish coin, you gain Spell power, and depending on how much your Spell power bar is filled up, you can summon minions such as a variety of Chucks, Super Koopas, and even Sledge brothers!
Minions:
5 coins = Chargin' Chuck, 10 coins = Super Koopas, 15 coins = Dino Rhino (appears as a Reznor and shoots fireballs, when hit, it turns into a regular Dino Rhino and then a Dino Torch.) 25 coins = Sledge brother, 50 coins = Bowser (yahh, you can summon bowser! PWN!)
Looks:
Imagine a Magikoopa with a Mario head.
And if possible, maybe you could bring back the P-Wings from SMB3.
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One of the bosses I thought of was a Giant Phanto shaped to look like a theatre mask. The point of this boss is that it would be at the end of a haunted theatre, and would act almost like the Big Boo, but, when you pick up a throw block (used to damage it) it increases it's speed immensley and spits fireballs (that may or may not be guided).
Next I thought of King Thwomp, an enormous thwomp with a crown. I know you guys are trying to navigate your conversation away from Thwomp bosses, but I think I've come up with something that may be cool and won't be too annoying. What it does; It is asleep as you enter the Boss room, there is no music playing, and all you can hear is King Thwomp's snoring. When you try to sneak by he wakes up and try's to crush you! He doesn't move horizontally, but up and down like a regular thwomp. When he hits the ground, falling blocks spawn from the ceiling and do damage to you (small only damage, large instant kill) and for every 2 falling blocks, one throw block spawns. (4 falling blocks fall) For every hit King Thwomp takes, the time he spends on the ground is decreased by a lot. And when he finally dies (he only takes 3 hits) he explodes.
I know it seems like a longshot, but I've been able to code half of this thing myself. (Unfortunately, I deleted it from my hard drive when I was cleaning my computer out.) I also know that you are trying to think of bosses that don't use the same technique to kill. But, I was trying to use the same technique (because it's simple to understand, thus not frustrating/confusing the player) but with a major twist to what happens when that block or shell is picked up.
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| Last edited on 2011-01-28 06:22:37 PM by Kojeco2. |
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Oh yes, terribly sorry about that. I completely forgot about ground pound when I was typing that in. Boometh is exactly correct, I did imply for it to be a limited amount of time on the ground, but also an overall limited time limit(like the fire flower from SMG) but I didn't word it properly. It does infact seem overpowered now that I think about it. What do you think of my other suggestion?
Certain powerups I've seen here include most of the same stuff that is included in other mario games, but not SMW. For example, someone mentioned Ninja Mario. Not to say that it's a bad idea at all, but here's what it does:
Mario jumps higher
Can walljump
Something else that I don't remember.
That sounds a bit like a mix of Mario and Luigi from SM64DS. I don't know what you think, but here is my point. Even though the magic powerup does something that the normal Fire Flower does, it includes a twist. It may seem ovepowered to summon all these minions, but how about this: The more magic power you have, the more hit points you have, thus increasing mario's life span. Every 10 coins = 1 hitpoint, so that it won't be too easy, but also won't be too difficult to collect.
Don't think that I am trying to ridicule any other people's powerups, like I said before they're all good, great infact.
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| Last edited on 2011-01-29 08:07:21 AM by Kojeco2. |
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Does anyone agree with me that the Goomba Bros from Paper Mario should be thrown back in? Maybe as an optional boss in World 1.
A flame thrower snowman sounds like an amazing boss idea! I love the fire and ice theme, reminds me of SMG and SMG2.
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I thought that the Gommba Bros might make for a good 'beginner boss', something to really start up the story, and give you an idea of how the rest of the game is going to be. Even in Paper Mario itself. At that time you are not very powerful, so the Goomba Bros seem like a fun boss. . . sort of, that get's you excited for the rest of the game, and keeps you playing.
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| Last edited on 2011-01-29 09:30:41 AM by Kojeco2. |
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Okay, I won't comment unless I have an idea that IS original.
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@ Krayzstar: I can see where you are going with this, and I like the idea a lot! But when I saw the streams of red and orange instead of an independent fireballs coming from it's mouth, it gave me an idea.
How about an enemy like the Jumping Mecha piranha plant that Krayzstar drew, but instead of jumping up and staying in it's upright position (like in the picture), it's head looks like that of a Venus fire plant, and instead of shooting a fireball at you, it shoots out a deadly laserbeam that if Mario is in it's path, he is going to take damage no matter what.
EDIT: Come to think of it, I think this enemy sort of steels the idea that NameUser was going for. Sorry about that!
@ Vinnyboiler: Great idea! I think that would be an awesome independent level gimmick, it could make for an interesting enemy in general, but, it's so cool and unique that the player will find it a treat if it is only in one level. (Like the chain-chomp from NSMBW, world 7).
These awesome enemy ideas usually start with a combination of two different enemy types (the Pirangler, the Chain-in-a-pipe, the All-Star Chuck.).
@ Lucas: I think the Koalunk is a great idea! How about ones that spit fire as well, or larger 32x32 ones.
I have my own idea too. If world 4 is a fairground, how about we think of some simple enemies based of ride's and attractions. Like mine, the Teacup Bandit. You know the 'Teacup rides' that most amusement parks have? Well, the Teacup Bandit looks like an ordinary Giant Teacup, but when you face away from it, it pops out of it's teacup and starts chasing after you, kind of like a mix of a Chargin' Chuck and a boo. When you face it again, it goes back into it's teacup and is invinsible to all of your attacks. If you are able to jump on it, it becomes 3 Blockhoppers from NSMB. I have pictures, but I have to wait for my printer to get fixed before I can post them.
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| Last edited on 2011-01-31 09:03:38 PM by Kojeco2. |
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Hello, I'm working on a hack and I would like to know a couple of things.
First off, some graphics:
1. What are the graphics used in the first level (not including peach's castle) of "SMW2+3 The Essence Star"?
2. What are the graphics used in pretty much every level of the beach world in "SMW2+3 The Essence Star"?
Now, a sprite:
3. What is the sprite that looks like a small banzai bill?
And finally, some music:
4. What is the music used in the first level (not including peach's castle) of "SMW2+3 The Essence Star"?
5. What is the music used in every cut-scene after a boss in "SMW2+3 The Essence Star"?
If your wondering why almost every question is about SMW2+3, it is because that is the only hack I have ever played.
Thank you for your help.
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Hi, I'm. . . partially new, and I am trying to insert this piece of music that I like (Kirby's Dreamland, Ripple Field 1). This song requires a 'sample.bin' thing, how do I use that? Where do I put it or do with it so that the music sounds the way it is supposed to?
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There's a sample tool? Der. . . how I not know dat?
Thanks JowTH!
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I have a small problem with the coin set blocks in the block section of the site, (the one that contains the coins that are worth 2,3,5,7 and 10 regular coins.). I inserted one of the blocks with BTSD with Map16 tile number 353, it ended up where it is supposed to be and it does give you the amount of coins it says it should, but before you collect it, it acts as a cement block. When you run into it from midair, it acts like a solid block for a split second, then gives you 5 coins and shatters. Another problem with it is that when hit from below, sometimes it acts solid for a split second, and sometimes it turns into a question mark block with wings/balloon in it, even though I set it to act like tile 130. Did the creator of the blocks mess up on the Jmp's or is it something that I did? (The description doesn't say what to set the block to act like either, so I didn't know what to set it to).
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Wow, that many replies already?
I already tried setting it to act like tile 25, but it for some reason still acts like a block with wings in it. It is weird, sometimes it acts like a normal coin, or acts like the 5 coin that it should act like, sometimes it acts like yoshi coin and once it even gave me a 3-up, even though everytime it did that, it was set to act like tile 25.
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One last problem I have, I downloaded the npcV2 sprite off of this site and I tried using it, I opened the ASM file and changed the LevelNumber to 111, then changed ExtraBit to 01 or "set"(since above it says to set the extra bit to make it display the message from the Level Number) and then set ExtraProperty2 to 01 so that it plays message 1 from level 111. I saved it and inserted it but it will only display the message from the level it is in, and it will only display message number two, which is very weird since it is the exact opposite of what I intended.
When inserting the sprite, where it says 'extra bit', instead of putting 02 there like I usually do, I put 01 to see if that is what it meant by 'set the extra bit' but when I did that it turned into a lakitu (since it is inserted as sprite 1E). What am I doing wrong? Obviously it is something very n00bish, but I really want to know what is incorrect.
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| Last edited on 2011-07-06 03:53:43 PM by Kojeco2. |
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I tried that too (setting the extra bits to 03), and it still displays message 2 of level 105.
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| Last edited on 2011-07-06 07:05:36 PM by Kojeco2. |
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