Language…
18 users online:  AmperSam,  Anorakun, Beed28, DanMario24YT, gizmo_321, Golden Yoshi, Gorry, Green, h.carrell, Hammerer, JezJitzu, OrangeBronzeDaisy, Papangu, recam, Serge, signature_steve, SMW Magic, Spedinja - Guests: 275 - Bots: 387
Users: 64,795 (2,370 active)
Latest user: mathew

Posts by Dan

Dan's Profile → Posts

  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 28
  • 29
Originally posted by shibboleet
satoru isn't public yet, you're probably using my ReggieNSMBU


I received SatorU from RoadrunnerWMC.
I've been getting a lot of work done! The third level is nearly completed, but I won't be showing a video or any screenshots of that.
Instead, I'll give you a video of my current credits sequence, which is still a work in progress.

https://www.youtube.com/watch?v=hrk-oy0d30k

I took the idea from New Super Mario Bros. Wii's credits sequence, although poorly executed as of now compared to that game, I do plan on improving it a lot.
I'm looking for a way to make layer 2 scroll vertically very slowly, the only method I can seem to find is the Layer 2 Scroll Range 05 generator (Sprite EA), however, it's going a bit too fast and it also scrolls down instead of up.

Has anyone ever made a sprite for something like this? Or is there perhaps an UberASM code that's available?
Originally posted by TheBiob
You could always just add/subtract from layer 2's position
| code |


I'm not exactly the greatest when it comes to ASM, could you tell me where this belongs?
Originally posted by TheBiob
UberASMTool. If you're using the patch then just replace the RTL with RTS and put the code in whatever level you want it to be in.


This works great, the only thing I need it to do now is scroll up instead of down. Does this code allow me to change that as well? And if so, how would I do that?
8/10

Always liked your layouts, they're very clean and pleasing to the eye. Cute anime girls are definitely a bonus.

This post also contained my old layout which is gone now. Check my latest post for my latest layout.

Hinalyte yelled at me for removing my rating aaaaaaaaaa sorry
Originally posted by MarioFanGamer
Change the INC to a DEC.

Just did that, only seems to make it scroll down at its normal speed again.
Definitely one of my favorite hacks on the site so far, loved every bit of it! Keep it up Tob!

8/10

Love it, it's nice and simple, nothing too hard on the eyes and the animated background really gives life to the layout as well.


Originally posted by anyone
Quote with a link in it.

Code
Code boxes should work properly as well now!

And this is just a sample post. With a link.
Signature


The Haunted Desert
The Fragmented Realm
For the layer 2 to show up exactly as you see it in Lunar Magic, make sure your horizontal and vertical scrolling rate is set to Constant.

I may have been born four years after SMW's original release, but that didn't stop me from growing up with it.

Thanks to my mother I've come in touch with many of the great classic titles released on several Nintendo consoles. After having tons of fun and admiring the artstyle of every game I've played, my creative side came forward and was wondering what'd it be like to create your own levels. Couple of years later, around 2005 or so, I got my first (and very bad) computer and the first thing I did was search for ways to make levels for Mario games.

I think the first thing I found was some crappy Flash remake like the most of us here, and I wasn't very satisfied with that as it didn't feel like any of the games I've played. After doing a bit more research I found Lunar Magic and quickly realized it was used to modify an actual Mario game, I was absolutely stunned.

And now we're here. It's been a long journey...
Then check if your main entrance's initial BG position is set correctly. Mess around with any of those four numbers, at least one of them should give you the result you're looking for.

I've got this problem in my hack where very rarely the bottom half of the coin stays on the screen when I collect it, moving far enough to the side will make the coin dissapear the moment it goes off-screen.



I haven't messed with any patches that change the original Map16 tiles, nor have I changed any original Map16 tile to begin with. What could the problem be?
Originally posted by TheBiob
Are the coins on a screen/subscreen barrier? Or does that always happen? Also are you using the coin object, the map 16 coin or a different tile that acts like a coin?

Well, the coins that keep doing this do happen to be on a subscreen barrier. That's weird though, I thought it only affected the dragon coins.

Anyway, it appears that was the problem, thanks.

EDIT: Turns out it wasn't, two of these coins are not placed on a subscreen barrier, and it still happens.
To answer your previous question, I'm using the coin object.

The SMW Player Tilemap Editor lets you modify which tiles get used for Mario. You could rearrange Mario's tileset inside of YY-CHR and import that to this program to reselect the tiles for each individual pose.

I wouldn't really recommend doing this, but this will probably work out best for you.
This pretty much ruins the point of even having a "Most Downloaded" tab. Most of the hacks in that list aren't even that impressive to begin with, so a lot of the good hacks on the site get very little to no attention at all.

I don't think there'd be a good way to actually counter this, other than just resetting the download count for these hacks.
Well, I'm guessing the problem occurs because of ZSNES, here's why you shouldn't use that emulator:

Originally posted by Hack Submission Guidelines
A severe security issue has been found in ZSNES that puts users at risk, including the possibility to compromise the operating system. It is known to affect builds of ZSNES 1.51 and older on any OS. We advise players to switch emulators until ZSNES is updated. Hacks currently accepted on this site are known to be safe to run in ZSNES, although a few are unsupported, and many older hacks in the "Temporary" section will only run in ZSNES. It is strongly discouraged to play unmoderated hacks in ZSNES due to the nature of this bug: do so at your own risk. If a user is found to put a malicious exploit in their hack through ZSNES and either submit or link it on SMW Central, they will be dealt with as such.


On top of that, ZSNES is inaccurate and doesn't emulate a lot of things properly like it should. You would be better off using Snes9x, bsnes or higan for the best results, as those three come closest to actual SNES hardware.

If that doesn't get rid of the garbled graphics however, please do post again and I'll see what I can do.
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 28
  • 29