| Posts by Kimimaru |
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Hi! Currently I'm working on a vertical cave level in my hack! The only problem is that the backround is messed up like this:

I don't know the cause or the solution to this problem. I hope someone can help me with this.
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Okay, thanks. I have another problem now. In a horizontal level, after I come out of a secondary level, I come up from a vertical pipe. While going up, the screen starts at the top and then comes down to where I am. After that, everything is normal. I tried setting the FG intial position, but it didn't work. Please help me with this.
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I had the same problem at first, but then I placed the trunks above the ground. If you place the trunks over normal ground, you will fall through them unless you program them in some sort of way.
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| Last edited on 2008-07-12 08:17:00 PM by Kimimaru. |
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Thanks for the help, but I still have the same problem, and it even happens when I shoot out from a slanted pipe. I set both the BG and FG Initial Position to C0, but it still happens. When I set them to something else, I end up dieing; or the backround messes up. Someone please take the courtesy to help me and all these other people who haven't had help after posting around a month ago...
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Hello everyone! I just have a small question: How do you change which number (number of exits) the Star appears at on the Title Screen when you uncover all the exits? If I made 100 exits, would it automatically appear after all 100 exits are uncovered, or would it still appear after 96 exits are uncovered? Any help is appreciated. Thanks for your time!
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| Last edited on 2009-02-19 12:55:35 PM by Kimimaru. |
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Thanks a lot!
EDIT: On the Hex Editor, I see 60 under 01F6D. Should I change that to 64 because I'm including 4 more exits? If not, what should I change it to? Also, shouldn't I change 01F71 $00:9D71 (Tile numbers for *96 on the title screen) as well? Tag (i) was not closed.
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| Last edited on 2009-02-20 09:20:45 AM by Kimimaru. |
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Thanks a lot everyone! It's working fine now.
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Hey guys! My hack has been doing great since I got my questions answered here, but I have one more problem. Do you know the blue hill background found in level 105(left from where you start in the original Super Mario World)? I'm trying to change test level 142's background to that, but it won't change no matter what I do. It just changes the background to the plains background found in level 15. Any help would be appreciated!
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| Last edited on 2009-05-24 10:49:31 AM by Kimimaru. |
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That's the problem: I use the Copy Background Image function, but it still brings up the same background. I'm trying to replace the other background with this background(No, this is not my hack): 
I tried copying that background from various levels, but none of them worked.
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I'm sorry, but that doesn't answer my question. The blue hills background isn't the original background of level 142, otherwise I wouldn't want to change it. My problem is that the original background refuses to change to that specific background, but every other background I change the original background to works.
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Hey everyone! My overworld is unedited except for text, etc., and I wanted to change Level 24 to Level 139 (which I edited). On the original Super Mario World overworld, before changing Level 24, the secret exit worked, and I was able to go down through the rocks and up to the pipe. However, after I changed Level 24 to Level 139, the path from the secret exit was made, but I was unable to move down through the rocks like before. I'm eventually going to make my own events, but for now I want to make it so I can move down through the rocks when Level 139 is replacing Level 24. Can anyone help me with this? Any help would be greatly appreciated!
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Well, the original direction from Level 24 is the one I want Level 139's secret exit to go to. The only thing I changed was which level was loaded on that particular tile, but I'm not quite sure why I can't move down when Level 139 is on that tile instead of Level 24.
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Thanks! One question, though: Where would I find byte $4907E in a hex editor?
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Hello! My hack has been going along quite well, and I have just started editing the overworld. I have one question, though: Which levels have hardcoded paths, and what are the values of these hardcoded paths? Any help would be greatly appreciated!
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Thanks a lot for the help! I think I'm able to avoid all of the hard-coded paths! They won't have any affect on the number of exits there are, right?
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Hey! I'm currently editing the overworld in my hack, and I ran across this problem when exiting the Yoshi's Island sub-world. I believe I connected the exits properly, but when I try to get out of Yoshi's Island, it doesn't work at all. The music just resets, and Mario moves to the right and stops. Here is a picture:

My overworld is at the top, and Yoshi's Island is at the bottom. Please tell me if I connected the paths wrong.
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| Last edited on 2009-07-30 11:11:12 AM by Kimimaru. |
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I made the paths and exits straight, but it still doesn't work. Instead of changing screens, Mario stays on the same screen and goes down to the end of the sub-world. What's going on?
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I found the problem! Mario was off-centered on some level tiles, so I changed the paths around a bit, and the exits worked! Now, there's only one more problem: Why does it show Mario teleport to a random spot right when I'm entering exit tiles? I still enter in the right spot and direction, and everything else is fine, but right before I enter the subworld/overworld (when the screen blacks out), it shows Mario in this random spot. Any help is greatly appreciated, and thanks for all the help so far everyone!
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Yeah, I erase my save file every time I test the Overworld. Since none of the levels in my first submap have no secret exits, I use a gameshark code that allows me to beat a level and unlock its normal exit as soon as I start the level.
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| Last edited on 2009-08-01 02:26:46 PM by Kimimaru. |
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The exits are lined up properly; it's just that, unlike Nintendo's exit transitions where Mario disappears entirely until the new subworld/overworld comes up, Mario is shown at a random spot on the map before transitioning to the new subworld/overworld. I'll try to put up an example tomorrow.
As for the gameshark code: 0BCD-AF6F
I use this code on ZSNES version 1.51, so I'm not sure how it will work with other versions. The code brings Mario up to the bonus stage that you would normally go to with Yoshi Wings. If you fall off, it will act just like you beat the normal exit to the level.
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