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Originally posted by imamelia
I use Windows Vista, I don't know what version it is (although I do know it isn't the deluxe version; it's the one that says "added 2006-04-15"), and no, I haven't tried to download it again.

Try to download it again. I use Windows XP, so I don't know if Vista can be an obstacle...
sorry for the delay, had to eat dinner.

Anyway how do I shutoff the feature that keeps preventing me from importing the map16 data without Maop16G?

The prompt keeps telling me:

You are about to insert Map16 and Map16G Data. Continue?

If I click yes it tells me it could not load Map16G.

So how can I work around this?
Originally posted by MarioTweaker
sorry for the delay, had to eat dinner.

Anyway how do I shutoff the feature that keeps preventing me from importing the map16 data without Maop16G?

The prompt keeps telling me:

You are about to insert Map16 and Map16G Data. Continue?

If I click yes it tells me it could not load Map16G.

So how can I work around this?

If you click yes the graphics looks still garbled?
I tried to add that BG and all worked fine. Do you changed the Background Map16 Page?
Originally posted by MarioTweaker
sorry for the delay, had to eat dinner.

Anyway how do I shutoff the feature that keeps preventing me from importing the map16 data without Maop16G?

The prompt keeps telling me:

You are about to insert Map16 and Map16G Data. Continue?

If I click yes it tells me it could not load Map16G.

So how can I work around this?

Did you put the MAP16 data in the same folder with the ExGFX? If you did, you're doing it wrong. Take out the MAP16 data and put it in the same folder with your Rom.
Is there any rules of thumb you should follow when trying to tie events to bridge exits (submap/overworld exit)?

I don't want to have to resort to using pipes as I actually like the bridges, but I keep running into the same problems. I realise now that the bridges have to be in the same place as they were origionally, otherwise re-entry into the submap is incorrect and will lead to level 0. But what I'm confused on is how you set the bridge AND a level to activate on the same event. I just don't understand how it's done.

Origionally, after you beat castle 1, the bridge activates and leads out into the overworld, where three bridge tiles a laid and you cross over to area 2. I can't recreate that for the life of me.

Any pointers on what I might be doing wrong here?

Is there a way to make your hack use the large Mario GFX at all times, even when he's supposed to be small? And I don't mean the hitbox size, I know there's already a patch for that.
1) When I use the floating skulls in a stage, for some reason, they keep going even after the lava has ended, going through the dirt and making the next set of skulls disappear. How do I fix this?

2) In the same stage, my custom blocks don't appear, even though I inserted them the same way I did in another stage (level 105), and they worked fine there. Actually, if I jump at the spot where the block is supposed to be, I still get the item, but I can't see the actual block before hitting it.
Last edited on 2008-10-17 07:16:47 PM by imamelia.
Originally posted by imamelia
1) When I use the floating skulls in a stage, for some reason, they keep going even after the lava has ended, going through the dirt and making the next set of skulls disappear. How do I fix this?

2) In the same stage, my custom blocks don't appear, even though I inserted them the same way I did in another stage (level 105), and they worked fine there. Actually, if I jump at the spot where the block is supposed to be, I still get the item, but I can't see the actual block before hitting it.


1. Make sure the skull raft has room to fall all the way off-screen. Also, make sure it is impossible to have both skull rafts on the same screen.

2. Hmm, I'm not exactly sure. Can you provide pictures? Although, you might want to be sure you inserted the graphics correctly for that level. It might be an ExGFX error.
Which level is the "princess has been captured" intro level on lunar magic
1. Well, I haven't tested it, but this should work okay.
2. I would provide pictures if I could, but I don't know how. I would do the same thing with my thread about my event troubles if I did. I set the block to act like block 25 and designed its graphics so that it would look like a purple question-mark block, using palette 7 (I used the same graphics for the star-in-item-box, springboard-in-item-box, and changing-item-in-item-box blocks).
Originally posted by Electrofire
Which level is the "princess has been captured" intro level on lunar magic


This may be a bit late, but the intro level is level C5. However, if you use the shift+F8 fix to use the display level message 1 sprite in other levels, and if Mario starts the game in a submap, the intro level will become level 1C5. Sorry if I'm too late.

EDIT: BTW, what is an N-SPC patch, and is it actually required to play some of the custom music in my hack?
Last edited on 2008-10-18 11:07:17 PM by Hailstorm.
Is it possible to have multiple mario graphics in a hack
like having mario look one way in the first level and another way in the second level
I have another question. Is there any way to keep HDMA color gradients from affecting layer 1? I just want it to be in the background.
Last edited on 2008-10-19 05:51:00 PM by Hailstorm.
How do I make it so when the player beats the level with yoshi he doesn't come out of the level with Mario. Basically what FPI did in TSRPR with yoshi and level's. How can I do that?
Originally posted by Darkspine
How do I make it so when the player beats the level with yoshi he doesn't come out of the level with Mario. Basically what FPI did in TSRPR with yoshi and level's. How can I do that?


In the patches section, there should be something called Counter Break Y. This will prevent Yoshi from entering the overworld with you.
Thank you it worked.
umm ok, example, if you submitted a hack with one screenshot only, how do you edit that to add more screenshots on it?

Edit: If that is impossible, then how do you delete a submitted hack?
Last edited on 2008-10-24 12:22:53 PM by Khastvrokg.
What is it about addmusic that whenever I try to put some level music under the name 23, it and all of the other level music glitch up and make the game freeze at the "MARIO START!" screen?

I know it's not the music because whenever I insert that song with another number (such as 20 or 24) the music is fine and the game doesn't freeze.

Edit: It also happens when I try to insert music as 27.
Last edited on 2008-10-24 07:37:17 PM by NeoSigma.
Um...did you use a clean ROM? That might help.
What I meant is that the level music is fine as long as I don't put music as either 23, 27, or 2F.

Yes I'm using a clean rom that's expanded to 1MB. If I wasn't it would be messing up on every music file.

And I have all the music I want(I just skip over those 3 files), I'm just curious as to what's making those 3 files always screw up because the music that came with addmusic on those files inserted ok.
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