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Well, could you put an image about how your palette editor looks? That would help us a bit.
Here's what the palette editor and the BG editor look like, and here's what it's supposed to look like.
Most BG's/FG's have a sample level or a .pal file with them. Does this BG use any of them? If yes, you can use them to help you with the palette.
I just inserted it in my ROM and... it worked, the palettes are fine, and in the Map16 Editor the tiles look like they should... You're doing something wrong, or something strange is happening with Lunar Magic... I don't know.

EDIT: Ninja'd.
Well, I re-downloaded Lunar Magic, tried it on a clean ROM and it worked fine, so I don't know what the problem was, but thanks anyway.
This may seem an over thought question, but....

Is it okay to have a level where the player is forced to leave Yoshi?

The level itself doesn't have a Yoshi sprite in it, and one of the tips is to play the level in all of Mario's forms. One of my levels require Mario to climb to proceed, and Yoshi can't climb.

So will that be okay if Yoshi isn't allowed to continue?

~

Also, is this cut-offness passable?:



The "doors" are supposed to hedge stones/gravestones (It's a graveyard level), and there are two hidden P-Switch blocks (in the form of the top of the door graphic), and both of them are the top of the gravestones.

So this causes a cut-off hedge stone when hit.

Will that be a problem? Cause I don't want my hack to denied simply because of this.
There's chance of rejecting it but I'm not completely sure. Try to use ExGFX to make a line at the top.
I don't think it's removal reason, but it isn't recommended, especially since there is something called no-yoshi intros that you can use.
Originally posted by Wormer21
There's chance of rejecting it but I'm not completely sure. Try to use ExGFX to make a line at the top.


Hmm, I'll try just for safety's sake.

Originally posted by Sind
I don't think it's removal reason, but it isn't recommended, especially since there is something called no-yoshi intros that you can use.


Well, there's bit of a problem with level when it comes to the level itself - the GFX in Header are Normal 1 and Ghost House respectively (this level I am talking about is the same graveyard level in the second question), which no matter what I do with No Yoshi entrances, will not change it.

Using Ghost House 1 or Ghost House as FG/BG instead will make a lot of the GFX glitch, and the Ghost House entrance is used when entering the level, and it won't make any sense to have a house when it's an open graveyard.

~

What I just remembered is that some levels in the the original game require the triangular thingymajig, and the player can't be on Yoshi to proceed.

Since the level in question doesn't originally have Yoshi in it, like the SMW levels with the triangles, will it be okay?

~

EDIT: Also, I have another "is it okay" question:

Just for fun in my hack, I decided to have an enemy from the level appear after the player has passed the goal.

Don't worry, the enemies WILL NOT hurt the player - I hate victory deaths.

So for example, the first level of my hack is Bullet Bill themed, so at the end after the goal has been passed, a random missile bill appears above Mario.

Another example is in the graveyard level, after the goal a random Eerie passes by under Mario.

BUT, one of the tips was to not have anything that does not fade at the end.

So, is it okay to do that? It's just a gimmick for my hack.
Last edited on 2011-11-04 07:13:24 PM by Punk Sarcophagus.
I'm using the following code in level.asm to darken the layer 3 water:
Code
level122:
	;a = 0 for Addition, 1 for Subtraction, b = 1/2 Enable c = Back Enable, d = Object Enable,
	;efgh = Enable BG 4, 3, 2, 1 (bit 3 only affect below the status bar)
	;	abcdefgh
	LDA.b #%01100100
	STA $40
	; 000abcde a = Object b = BG 4 c = BG 3 d = BG 2 e = BG 1
	LDA.b #%00010111
	STA $212C ; Main Screen
	; 000abcde a = Object b = BG 4 c = BG 3 d = BG 2 e = BG 1
	LDA.b #%00011011
	STA $212D ; Sub Screen
	RTS

before using the code:

after:

But now the piranha plant and other low priority sprites disappear behind the background.
When I change the red marked number (in the code) into 0 the plant appears, but the background gets darker.
Can anyone help?
Originally posted by Giant_Shyguy
Is it okay to have a level where the player is forced to leave Yoshi?



Yes that is fine but don't just be like "drops teh horse in teh hole because you don't need him" or "here is a door that you can't enter if you have yoshi". There are other ways to dispatch of him like the no-yoshi block in the block section or adding in a code to make yoshi get "hurt" and run away.
Originally posted by ninja boy
Originally posted by Giant_Shyguy
Is it okay to have a level where the player is forced to leave Yoshi?



Yes that is fine but don't just be like "drops teh horse in teh hole because you don't need him" or "here is a door that you can't enter if you have yoshi". There are other ways to dispatch of him like the no-yoshi block in the block section or adding in a code to make yoshi get "hurt" and run away.


Oh thank god! I was so overwrought about that! Thank you! Now I can safely leave the level alone now!
You can also put a "No Yoshi Intro" if it's possible (works only in Rope 1/2/3, castles and ghost houses). For other types of levels, like Ninja Boy said, use a No Yoshi Block which makes him disappear (or make him unable to pass through the block).
I made a level where it crashes the game at a certain point. I use layer 3 smash at the start and later bring in a fishin boo and use sprite D2 to make him go away. Will that crash the game because it makes the layer 3 smash go away too? any other way to make him go away or just take him out?
You don't happen to have podoboos in there around that point, do you? You have to enable sprite buoyancy for those to work.
Is there any ASM opcode that will wait a second an than go on with the code or something like that?
Please tell me if you're knowing.
Thanks^^
This thread should answer your question.
Originally posted by UmlautBanana
You don't happen to have podoboos in there around that point, do you? You have to enable sprite buoyancy for those to work.


No, I didn't use any in the entire level. It seems to crash right about the point where the layer smash hammer comes down after reaching the D2 sprite command.

edit: level still under construction but here's a pic of the place where it crashes:

right about the 2nd long window before the generator meets, the layer 3 smash hammer comes down and crashes the game. BTW its a slow scrolling level idk if that changes anything.
Last edited on 2011-11-14 08:22:51 PM by MegamanX9001.
I've got a question about one of my asm codes.
The block will set the timer to 3 and I want it(the block)to end the level when the timer changes to 1.I made a code but it didn't work for some reason.
Code
...
STZ $0F31 ;Set the hundreds of the timer to 0
STZ $0F32 ;Set the tens of the timer to 0
LDA #$03  ;\
STA $0F33 ;/Set the ones of the timer to 3
Endlevel:
LDA $0F33
CMP #$01
BNE Endlevel
LDA #$FF	
STA $1493	
LDA #$0B	       
STA $1DFB
RTL

It would be very nice if someone could tell me where's the fault.
Thank you^^

Tag (pre) was not closed.
Tag (div) was not closed.
Originally posted by smwgummer
I've got a question about one of my asm codes.
The block will set the timer to 3 and I want it(the block)to end the level when the timer changes to 1.I made a code but it didn't work for some reason.
Code
...
STZ $0F31 ;Set the hundreds of the timer to 0
STZ $0F32 ;Set the tens of the timer to 0
LDA #$03  ;\
STA $0F33 ;/Set the ones of the timer to 3
Endlevel:
LDA $0F33
CMP #$01
BNE Endlevel
LDA #$FF	
STA $1493	
LDA #$0B	       
STA $1DFB
RTL

It would be very nice if someone could tell me where's the fault.
Thank you^^

My main guess would be that you leave the block before the timer gets to 1, so you would need to put the Endlevel bit in LevelASM, or as a generator.

E: To explain, if you move out of the block, the code is then never initiated, therefore it is never checked, so Mario doesn't finish the level, and I presume, die.
Last edited on 2011-11-13 02:29:38 PM by MSA.
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