| Posts by lemonchine |
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I've been having problems using sample files that come with BG ExGFXs.
I will put the ExGFX file into the Exgraphics folder and insert it. I open up the sample level and bypass the BG1 slot to the correct ExGFX file. After that I open the map16 editor and go to page 42, since 41 and 40 are used by SMW.
I hit f3 to load the map16page file into the editor and I see it load. But using the sample file, shouldn't the assembled background be properly displayed now? This is where I am having a little trouble. I have never had this problem...and I think it may be that I never applied a background in lunar magic 1.71 before. I just figured it worked the same way.
I get no results no matter which sample file I use, as I have tried numerous ExGFXs. Any help would be appreciated!
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I did save the map16page to file, by pressing f9, it's a very acceptable question!
I figure you have to use the f9 function in the Bg editor to apply a specific page or something, I just don't know exactly what I am doing there.
Thanks for the responding!
Anyone else know the solution to this?
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| Last edited on 2010-06-18 02:51:00 PM by lemonchine. |
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Well I figured I may get a better response in this thread, so here it goes...
I've been having problems using sample files that come with BG ExGFXs.
I will put the ExGFX file into the Exgraphics folder and insert it. I open up the sample level and bypass the BG1 slot to the correct ExGFX file. After that I open the map16 editor and go to page 42, since 41 and 40 are used by SMW.
I hit f3 to load the map16page file into the editor and I see it load. But using the sample file, shouldn't the assembled background be properly displayed now? This is where I am having a little trouble. I have never had this problem...and I think it may be that I never applied a background in lunar magic 1.71 before. I just figured it worked the same way.
I get no results no matter which sample file I use, as I have tried numerous ExGFXs. Any help would be appreciated!
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Quote
You have to assemble the BG yourself, but the correct tiles to build it with should show up fine.
I know this is an alternative, but the purpose of a sample level file is to allow for a care-free copy of an already assembled background.
My problem is, is that the background doesn't seem to be assembled in any of the sample levels...when they worked just fine before lunar magic 1.71.
Thanks for the input though!
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Anyone have any input for my sample level bg issue? :o
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If you mean you want the camera to scroll up with Mario as he wall jumps vertically...then I recall some sort of patch or what have you that did just that. I don't seem to see it in the list anymore. I know for a fact that my old project used something that allowed this.
But perhaps someone else knows more about a fixed follow Mario camera...
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I think you are looking for Level mode: 1E
That is a horizontal translucent level. It makes the foreground see through.
Hope that helps!
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You would grab one of the teleport blocks in the custom blocks section, then insert it into Block Tool Super Deluxe. I would suggest making the tile act like 25 and using the invisible 1-up marker tile as the graphic so you can just pass into the warp.
Block tool tutorials are everywhere, so just look one up if you are not sure about the program itself.
Hope that helps!
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Oh that is what I was thinking of. It wasn't a patch but a hex edit instead. Well if you change that, then it should work the way you want it to.
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Yes, there is an object called a warpblock, but it doesn't do what anything but glitch stuff up.
Custom blocks are the way to go for it. It's worth the effort to try and learn how to use it but doors can work just fine too!
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Originally posted by JayfeatherTo do that, click on Level, then Change Background Map16 Bank, and set the bank to 03.
The bank now starts on page 71.
Now open the background editor, highlight the whole background, and hit CTRL and F9 on your keyboard at the same time.
For 7F, you want to add E pages I think, so 1500.
(Not entirely sure if that is the right number to put in)
Basically what that does is make the tiles you selected move up by the amount you put in.
(Putting in 100 makes all the tiles go up one map16 page)
So if putting in 1500 doesn't work, just keep adding 100 over and over until you get it right.
Oh my, Thank you!
This is what I have been trying to ask here and getting no response. You should be please that you helped more than one person with this!
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*UPDATE*
So I ported my rom to a new clean one, and the mushroom still crashed. I finally changed the mushroom hp that one gives to $02 instead of $03 (it was $05 to being with) and that sucker works now!
I am not sure if porting was required, but it feels good I have all of my patches working by manually using batch files and xkas rather than the sometimes buggy GUI. On a side note, I even got the Piranha Plant fix patch working in all of its glory!
So thanks for all of the input people, I am sure I will be back for more stumpers!
Hello all, I'll be quick:
If I grab the mushroom powerup in my hack the game crashes, forcing a znes close.
Now I am sure the source of the problem is the sm64 health patch I have applied. I guess what I am asking is that is this something that happens with that patch? Or does someone know if I forgot something editing the sm64 asm file? I tried looking around the fourms for something like this but I just get the status bar garbled graphics issue the patch comes with (I have that fixed)
Thanks for any input!
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| Last edited on 2010-07-02 06:50:09 PM by lemonchine. |
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I know this has happened to me at some point, maybe it has to do with the item memory index?
I remember seeing that being a issue, but then again I usually don't fiddle with it and it works. I hope my reply can point someone who knows more in the right direction.
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Yes I did apply with Xkas GUI, I have one other patch installed. That being darken pause (I don't know why I find that necessary but I do.) So should I reapply the patch with another version of Xkas? If that is the case, which one?
Thanks for your input though!
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Yes I set my freespace, both patches work fine except when Mario grabs a mushroom when is not at full health.
I know there is something about the variable for telling the asm how much hp to give back after grabbing a mushroom.
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@General Echidna, Whoa thanks for such an insightful reply!
I may try to test out the patch and the mushroom problem on a new rom before porting things.
I need to run some tests:
1) Patch it like I did but use Xkas Manually.
2) Repatch the hack and change the mushroom routine to less hp back, maybe $3.
3) I may just not use mushrooms, I'm completely fine with just using coins as the method to regain hp, it's quite easy with 8 hp sections anyway.
But thanks for the help!
*update*
Ok So I did some tests, and made a clean rom with the patch and did it with xkas batch. The mushroom does not crash.
I then tried to reapply the patch to the primary hack (back ups of course) and it still made the mushroom crash.
I am guess Xkas Gui did mess something up with the way it inserted sm64 patch.
I may do that porting process, since I only have 7 levels done and 2 overworld submaps finished right now 
Thanks for the help again!
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| Last edited on 2010-07-01 10:25:43 PM by lemonchine. |
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It has to do with the sprite memory index (The lakitu picture)
Some sprites bug out and disappear when not using certain tile sets.
For instance:
The big boo boss won't work properly or will be glitchy and disappearing if the sprite memory header is not 09
It takes some practice, but it's not a problem once you figure things out.
This may be bad advice, but the 00 sprite header generally works well.
If things are losing like corners of the graphics, like a missing leg on a dry bones, then you want to apply the [No More Sprite Tile Limits Patch]
Hope that helps!
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| Last edited on 2010-07-02 07:03:21 PM by lemonchine. |
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Hmm, well if all of the offsets are working correctly then did you properly insert the block into the rom?
Once you assign the block to a map16 number (such as 300) You select whatever tile you are using for it and the right click it on 300. Make sure you make it "act like:" whatever tile it is supposed to be (which is usually 25 or 130)
Hope that helped at all!
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Ok since I am on a roll with getting solutions, I figure I will try to get this one solved to.
I have no clue why this is happening, it's from the sm64 health patch, that's all I know (I know this patch gives more trouble than it is worth, but I really love this thing, so I am fighting!)
Anyway here it is:

The letters "o" and "u" are missing in the save prompt boxes and ONLY the save prompt boxes, not message boxes or anywhere else.
Any idea on why this happens? Maybe a known issue with the patch?
Thanks for the input!
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You are quite welcome!
Ok if by wooden platform you mean sprite 5F (wooden platform on chain)
Then use sprite header: 01
The reason is that sprite is a special sprite, and if you look at the sprite header info you will see it say sp: 5F
This wooden platform follows the same rule has Mr. Big boo boss.
So when that sprite is in view or "loaded" the other sprites (the koopas) may be affected as well. Also make sure to not have like 10 koopas on screen at once either, not that you did that.
Try that out, and let me know please!
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