| Posts by Lachesis |
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This is actually the first piece of custom music I made. I have a habit of retracking this song whenever I start using new music software or a different format, whether I actually need to or not. :U
Nobuo Uematsu - Final Fantasy VI - The Decisive Battle
Redundant submission will be redundant
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If your problem is the status bar, well, you should never use the last eight colors of the first two palettes for anything except layer 3 (includes the status bar). You need to change these back to their original values.
CodePalette #0:
8: 152 224 224
9: 0 0 0
A: 216 56 24
B: 88 248 88
C: 152 224 224
D: 0 0 0
E: 88 168 240
F: 232 240 248
Palette #1:
8: 152 224 224
9: 0 0 0
A: 88 168 240
B: 232 240 248
C: 152 224 224
D: 0 0 0
E: 216 160 56
F: 248 216 112
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| Last edited on 2009-06-21 11:27:59 AM by Lachesis. |
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If you aren't using the Question Blocks with Green Shells inside them, you can open your rom in a hex editor and change these locations to $85:
Code10AB0 - Sprite that comes out of blocks 127 and 128 (Green shell)
10AC1 - Sprite that comes out of blocks 127 and 128 if Yoshi is present (Green shell)
Then, you would just put a "Question Block with Green Shell inside" in your level, and a poison mushroom would come out. I hope this helps.
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Is there a custom block that will appear behind Piranha Plants instead of in front of them?
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Wait, Kaizo traps are funny? Did I miss something important during my two year absence from the SMW hacking community?
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Did ... you actually insert the Poision Mushroom with Sprite Tool?
If not, download Sprite Tool, extract it to its own directory, go to sprites.txt and make sure it has this line (if it doesn't, add it):
Put your rom in the directory you extracted Sprite Tool to, open the Command Prompt and navigate to the Sprite Tool directory, and run "sprite_tool.exe". When it asks you for a list of sprites, enter "sprites.txt", and when it asks for your rom, enter your rom's filename. When it's done, move your rom back to its own directory, and then try it in an emulator. It should work.
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| Last edited on 2009-06-21 02:41:04 PM by Lachesis. |
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Yes. If you want your level to autoscroll upwards, you need to make it a layer 2 interaction level, put everything on layer 2, and use the "Layer 2 Falls" generator. You should set the level scrolling to "No Vertical or Horizontal Scroll" and the layer 2 scrolling to "H=Constant V=Constant". Note that getting enemies to work in this kind of level can be tricky, and that you can only have one exit, which must be assigned to the starting screen. You can also cage the player in with layer 1 lava or spikes at the bottom of the starting screen and No-Mario blocks at the top of the starting screen. Midway entrances are also do-able.
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| Last edited on 2009-06-21 02:50:16 PM by Lachesis. |
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Originally posted by ZaoNo they are not funny.
That's the reason I called this thread epic.
*shot again*
My post was tongue in cheek, and this thread's about as epic as cat puke on beige carpet. *shot*
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I glanced at GFX27 a while back, and it appeared to be boss level graphics. You need a special tool by mikeyk called GFX27 Edit to edit them.
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Thanks. Your overworld theme sounds near exactly like the SMAS version, as far as I can tell; nice job.
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Ooh, I forgot. :x Those graphics are from a coin that is dropped from a bonus cloud when Yoshi eats five or so Pink Berries. You will need to edit GFX01 or make an ExGFX file in a tile editor for the Poison Mushroom's graphics, and you will also need to use a custom palette in every level that it appears in -- it's meant to use the eight otherwise unused colors at the end of palette 0xD.
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| Last edited on 2009-06-22 03:48:48 AM by Lachesis. |
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Go to the Overworld Editor and select the normal layer 1 editor. Select the top tile of Iggy's castle and press the tool button that looks like a destroyed castle. Type in a different event in the Change Event Number field, press okay, and make sure that Iggy's castle's event matches. This will most likely fix your problem.
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A picture would probably help :U. The only things I can think of are that you're using the wrong palette, or possibly the wrong Layer 2 editor. Make sure you pressed the hill button without the gold star.
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Oops, I didn't think to check that. It seems that pipe $07, which was not being used, had the same coordinates as pipe $02. Changing this did fix it. Thank you!
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| Last edited on 2009-06-23 04:05:48 PM by Lachesis. |
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My levels have a slightly slanted perspective, and normal SMW pipes look out of place. I'd like to make the pipes look slanted too, but I realise that if I did, Piranha Plants as well as Mario (when he enters a pipe) would look like they were behind the pipe rather than inside it. The only way around this that I can think of is giving pipe tiles Layer Priority and forcing Piranha Plants (classic and jumping), pipe Lakitu, and Mario appear in front of the rest of Layer 1 -- is there a way to do this?
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1) When you change the behavior of an ExGFX block, you're only changing the behavior of the block in the editing box. You have to Right Click on the block in the Map16 to actually change it, and you have to press F9 to save changes in the Map16 to the rom.
2) Somebody else'll have to answer that one :x
3) Can you clarify this question a little? Edit: I mean, Level 00D in SMW has no special scrolling effects that I am aware of. Did you mean a different level?
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| Last edited on 2009-06-25 12:06:48 AM by Lachesis. |
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I tried to make an adaptation of a DKC2 tune.
Dave Wise - Donkey Kong Country 2 - Lockjaw's Saga
I changed the intro a little rather than (fail at) emulating the water sfx, and I had to guess some most of the chords. Please tell me if there are any blatant errors I overlooked!
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