| Posts by DiscoMan |
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You can use Global ExAnimation, every level will be affected with the ExAnimation you put, give it a try.
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Originally posted by marioVSshadowDammit Notch FuYoSa.
I really don't see why he's neglected to change these names already.
I think that's because in his opinion, the name doesn't care, it's just a matter of knowing what kind of sprite you want to use, rather than naming them properly.
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The second music sounds like an athletic boss-battle or a athletic-challenge level.
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This castle looks very nice just like it's graphics based on these screenshots.
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@mathlete: Judging by the screenshots, your levels looks a bit strange but creative.
@RedboneBit: Hey, very nice BG here and judging by the screenshots, your level design looks good.
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Relaxa Piccolo é que praticamente 80% ou não consegue ou não gosta de fazer a OW. 
Mas enfim, eu posso te dar uma mãozinha em ASM e Level Design se precisar. ^^
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Actually you can edit the ending levels loading their addresses into LM "Open Level Addresses..." and edit them with ExGFX (I Think).
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Às vezes é o problema do codec, que é o OpenGL, Direct3D e etc, tente trocar a resolução, as opções e troque o codec quando necessário.
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Tome cuidado se você baixou o pacote legacy, pois eles podem ter configurações que não são compatíveis com o AddMusic atual, lembre-se também de usar "-se" a primeira vez que usar o AddMusic.
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@Whoissamplequote - You can use Lunar Address to convert PC Address to SNES Address and vice versa.
@Roads1 - For the fisrt question, look if it's this GFX you want:
http://www.smwcentral.net/?p=showexgfx&id=242
And for the second question, check it out the PC address "x081C0" it has 21 bytes.
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Exactly but there's two things you must know.
First, you can edit the palette normally without being custom. (The shared palette).
Second, Mario's palette is loaded by DMA, so custom palette doesn't work very right, you can use this patch if you want to change Mario's palette, this patch.
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| Last edited on 2012-03-01 07:31:21 PM by DiscoMan. |
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Even with the slowdown, .bin blocks are very limited and thus if you combine slowdown and the limitations of .bin block it's much better trying to use BTSD than BT.
You can use the block inserter patch or you can read BTSD tutorial and try it.
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I tested here and no black screen, I think you're doing something wrong, try extracting/inserting (Ex)GFX and then try patching again.
Also, I'll submit a new version with the text changed.
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I don't think so, P-Balloon is Push-Balloon? This doesn't make sense, I think that P stands for Power or Powerup, anyway, other people cares for this thread because there's people who confuse about enemies name and thus, express their opinion here.
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| Last edited on 2012-03-02 06:26:28 PM by DiscoMan. |
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I don't think that there's a fix for it, but you can edit:
| 12199 | $02:9F99 | 8 bytes | Sprite physics | Table for Mario fireball bounce speed. Change to all zeros to make straight fireballs not fly off of slopes at an angle. [Use in conjunction with the fireball hit timer at $029FE4 (PC $0121E4)] |
| 121E4 | $02:9FE4 | 1 byte | Timer | Fireball hit timer. This increases each time a fireball hits an object or a sprite. Changing it to #$01 will fix the bug with straight fireballs where the second fireball will go through objects if the first one is hitting an object. Use in conjunction with the bounce speed table at $029F99 (PC $012199). |
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In my opinion, you can disable the 32x32 box behind Mario and use layer 3 to do the same thing.
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I think that you can use Red/Brownish colors in the BG or Red/White colors, anyway it's a good palette.
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Actually no, layer 3 won't cover Mario unless you enable priority on the Layer 3 tile.
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| Last edited on 2012-03-03 01:00:14 PM by DiscoMan. |
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