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Posts by nambona890
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Is custom music allowed for the collab?





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Just decided to take a look at this. It looks awesome.





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I made a vid of what I've done so far for my level. Here.

It also has in the description what parts of the ROM it will use.





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Ok, fixed the cutoff as much as I could.

And another thing, can we use custom ASM for blocks?

EDIT: 10B is mostly complete, might change some things if they are necessary. Here

EDIT 2: I finished the whole level, check it out here.





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Welp, when this is finished and I play it, I hope my keyboard doesn't have bits of brain on it.





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I can't even bloody remember, all I remember was that I sent it to Protonjon and he never played it.





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One thing, I have no idea where hacks like this go, so I'll just put it here.

Just watch it.





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Originally posted by Torchkas
0/10 not in tune with the music

I wasn't that bored.





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Kagami, it still says that mine is WIP, even though I've submitted it.

EDIT: I just read the rest of the thread, I'll PM you all the resources so you can put it in the hack.





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Originally posted by TheAbusefreakhacker0
I'm thinking about giving up after all, it's just too hard a Giygas Boss (ASM) too make .I wanted to do something. Like this:
Earthbound Characters VS Giygas

I do not know, and how long it would take.
I will not disappoint.


You could always try translate what move Giygas does into some sort of danmaku version, or make your own danmaku with ASM, but I don't know because ASM is not my specialty.





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What I've done is insert star ExGFX into the ROM, make Map16 out of those, insert the palette, put a GFX bypass in C7 and set BG2 and BG3 to the ExGFX, put it in the background, and now I'm stuck. How do I make Mario not appear on the screen like in some other hacks?

Oh yeah, also the palette screws up ingame, but not in Lunar Magic or the internal emulator.

This is what it's supposed to look like.


This is what it looks like ingame. (The blocks around Mario are placeholders)





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Kagami, why don't you make a level for the collab seeing as you're hosting it?





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Originally posted by Cascade
Are your graphics set to Priority On?


Ok, that fixed that, but the palette is still messed up.





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It's very easy, just add new Map16 tiles for the pipe ends and x/y-flip the tiles, and use those tiles for the ends you want to use. But the one on the left I don't know what you mean by "looks wrong".





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Originally posted by cheeyev
Originally posted by nambona890
But the one on the right I don't know what you mean by "looks wrong".

Notice how there's a slight bit of cutoff on the one on the right. It's supposed to be connected to a pipe on the right since it has a bit of shading on its right side.


I meant left. Sorry about that.





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Originally posted by cheeyev
What emulator are you using?

BizHawk, but I did read on SMWiki about the palette being screwed up if you use a custom palette on C7, and it says something about changing the overworld palette, but I doubt it will help.





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Originally posted by cheeyev
Originally posted by nambona890
Originally posted by cheeyev
What emulator are you using?

BizHawk, but I did read on SMWiki about the palette being screwed up if you use a custom palette on C7, and it says something about changing the overworld palette, but I doubt it will help.

Well, actually, like what Koopster said, it's actually the opposite. Go into The Overworld Editor, load the title screen, go into the pallet editor, and edit the pallet to make it fit. And no need to be so pessimistic about Lunar Magic, I think.


I think I should have mentioned that the starry background is on Layer 1.





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Originally posted by TheAbusefreakhacker0

Many L + R jumps


I am worried.





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Alright, I fixed everything by pasting the palette into a slot not used by the level's Layer 3, and setting the Map16 to that palette.





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I'm not an assembly genius, and I've looked in the ROM map, and I can't find out how. Help please?





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nambona890's Profile - Posts by nambona890

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