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Tip: Don't remake levels from other Mario games, especially popular ones (SMB1/3 1-1, for example).
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I think I had deleted the .zst file.
Maybe you can record the Title Screen movemente using the title screen and saving the .zst, you may need to replicate the same movement or create another title screen.
Eureka! I find it!

Open the OW, go in File > Title Screen > Export Title Moves Playback Data, and here ya go.

:D
Last edited on 2012-03-19 06:25:06 PM by Koopster.
It worked! Turns out I was using 1.90 instead of 1.91. For some reason I was unaware there was even a version 1.91 of LM.
I use a few custom blocks in my hack, and they worked fine when I first put them in, but after a while I noticed that they stopped working exactly correct. That is, the blocks I'm using have their 'Act As' setting set to 25 (blank tile) and their code sets them to 130 (cement block) under certain circumstances. (Like On/Off blocks that are only solid depending on the On/Off setting) They used to imitate the solidity of the cement block well until suddenly their side collisions started working incorrectly, where Mario would go through the side of the block and promptly be ejected downwards instead of sideways like he's supposed to. The bug was only discovered very long after I had last tested them so there's a large variety of things that could be wrong, but at the same time I feel as if it's also something simple and easy that I'm just missing because I'm not super hyper pro at hacking yet, so I figured I'd ask here before going through a long trial and error process of backtracking through the two or so months of hacking I've done since the last test.

tl;dr: Custom blocks that are solid but don't Act As 130 have faulty side collision, am I just being dumb?
is it possible to make the yoshi coins not appear if you already collected it when re-entering a level?

I'm using the Numerical 3-Digit Dragon Coin Counter.
Make sure you're inserting your yoshi coins as objects, rather than via map16. I'm using that same patch and it works fine.
Originally posted by Lui37
Make sure you're inserting your yoshi coins as objects, rather than via map16. I'm using that same patch and it works fine.


Thank you, i didn't consider that because i needed a different set of Yoshi coins depending on the level. I need to change some things around, but i got it to work now!
Regarding the Falling Block sprite by ycz, is there a way so it doesn't hurt you from the sides?
Which palette does the Bob-omb and/or the Parabomb use?
Does the bob-omb explosion tile overlap with the Spike Top tiles?
Last edited on 2012-03-31 04:22:35 PM by jimbo1qaz.
Palette B, both of them. And no, they won't overwrite, the bob-omb explosion is from SP2.

These questions could easily be answered by testing but meh.
But the LM parabomb uses the yellow palette! (exgfx using colors 3-5),though the normal bobombs use palette B.
Oh right, the Para-Bomb uses palette A, but its parachute uses palette B. There's no mystery.
Any way to change that? I don't want a color-changing fuse ring.
You could mess around with this address and see if it's the way you want:

Originally posted by ROM Map
09DAC - 14 bytes - Standard Sprite Tile Table: Para-bomb tilemap


It's in PC address, just put them in the hex editor and edit them.

Or you could edit para-bombs in Tweaker.
Last edited on 2012-03-31 07:05:21 PM by DiscoMan.
I'd love if this could be answered kind of quickly.
While creating a new ExGFX for the Dino Rhinos, I realized no matter what colors I used for the flames, one part of them were always red. Is part of the it only editable by like, ASM? There's a few enemies you can't naturally change the palette of, and I was wondering if this was one of them.
2 questions:

1. how would I go about making a question/turn block that produces a spring?
2. What is this thing, and why did it suddenly get onto my OW?

I'm assuming its a flying blue yoshi OW sprite, but what does it mean or do? more importantly how did it get there without me knowing or doing anything.
Originally posted by MegamanX9001
2 questions:

1. how would I go about making a question/turn block that produces a spring?


You'll need a custom block - I'm pretty sure there's one in the Block section.

Originally posted by MegamanX90012
What is this thing, and why did it suddenly get onto my OW?

I'm assuming its a flying blue yoshi OW sprite, but what does it mean or do? more importantly how did it get there without me knowing or doing anything.


It's an "Easter Egg" coded in by FuSoYa; it only appears during April Fool's Day. Mario rides a different Yoshi throughout the year when an event is happening, but it won't affect the game.

EDIT:

Is tile 586 of GFX 33 unused?
Last edited on 2012-04-01 08:12:57 PM by Punk Sarcophagus.
Originally posted by Giant Shy Guy
EDIT:

Is tile 586 of GFX 33 unused?

Yes, as are all other of those weird Xs. I'd guess they're there since Nintendo needed something to fill their unused graphics slots with.


What is that exanimation gfx used for?
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