| Patch Requests (09-24-11) |
|
Forum Index - Events - SMW Central Production 2 - Patch Requests (09-24-11) |
|
Pages: 1 2 3  |
|
|
|
| Posted on 2011-07-21 03:36:22 PM |
Link | Quote |
|
Originally posted by S.N.N. in the level 125 thread
The initial FG/BG position is still too low, causing the screen to shoot up.
I belive I have seen this problem in several levels, and I belive this patch, or a modified version that affects levels set to Vertical scroll if flying/climbing/etc, will solve many of these problems. Many other +'d patches should probably be considered as well, there's plenty of odd bugs they fix.
I don't know if my opinion counts (I don't have a level), but I might as well toss it in.
|
|
| Posted on 2011-07-21 04:06:16 PM |
Link | Quote |
|
|
No, what it was is that I had the entrance settings on the level set too low, so when the level started, it would have to scroll up to get Mario in. I have it fixed now.
|
|
| Posted on 2011-07-21 04:26:03 PM |
Link | Quote |
|
I once made a level where all initial FG positions lead to scrolling.
But if everyone can make their levels without this patch, that's less work for SNN.
|
|
| Posted on 2011-09-22 11:27:34 PM |
Link | Quote |
|
|
I need this patch applied. Essentially, it allows you to disable fireball shooting and cape spinning based on a RAM address (Currently $79, which is good because it get's cleared on level load, but any empty RAM address will work, just make sure you change it everywhere when you change it [The only other place it is right now is within the cart sprite, and only the new version which I haven't posted up yet).
|
|
|
|
| Posted on 2011-11-04 10:20:51 AM |
Link | Quote |
|
|
Would there be any harm in applying the Extended No Sprite Tile Limits patch? I'm having something of an irksome sprite disappearance problem in a section of my level in which I use two sprites incompatible with the normal version (Boo rings and ceiling), allowing for the possibility of vanishing sprites, try as I might to avoid it, and this seems to solve the problem quite nicely. What's more, there's a few other levels where the same can also occur (e.g. Rusted Retribution), which might benefit from it as well.
|
|
| Posted on 2011-11-04 04:35:10 PM |
Link | Quote |
|
Originally posted by Rameau's Nephew
This sounds like a good idea to me. There is no documentation of errors in the file.
|
|
| Posted on 2011-11-08 08:58:05 AM |
Link | Quote |
|
Originally posted by HuFlungDuI need this patch applied. Essentially, it allows you to disable fireball shooting and cape spinning based on a RAM address (Currently $79, which is good because it get's cleared on level load, but any empty RAM address will work, just make sure you change it everywhere when you change it [The only other place it is right now is within the cart sprite, and only the new version which I haven't posted up yet).
That download link now has RAT taggy goodness, so you should use that one.
|
|
| Posted on 2011-12-06 09:51:28 AM |
Link | Quote |
|
|
I need the Hurt Fix patch applied. Otherwise things like this happen.
|
| Last edited on 2011-12-06 09:51:41 AM by Lightvayne. |
|
| Posted on 2012-01-25 03:13:29 AM |
Link | Quote |
|
|
In this ZIP archive is a Yoshi Patch that I need applied for my level, Kourai Crevice. This will keep Mario from flying off of Yoshi when hit, to make the level more reasonable.
|
|
| Posted on 2012-02-19 11:44:56 PM |
Link | Quote |
|
JSL asm, which can be found in my file bin (courtesy of some Japanes hacker...I really don't know)
And also, could the coin game cloud's coin be remapped to the normal coin sprite? The graphics used to be the happy face coin, but it was replace by numbers or something.
So yeah, I'm using the coin game cloud.
|
|
| Posted on 2012-02-20 12:15:52 AM |
Link | Quote |
|
Oh .. uh, that could be a bit of a problem. You see, we basically rendered the coin game unusable in favor of the global status bar - that is, we had to sacrifice some graphics in GFX00.bin.
Unless you plan on inserting a custom disassembly or using an ExGFX file, you may be out of luck.
|
|
| Posted on 2012-02-20 12:23:30 AM |
Link | Quote |
|
Originally posted by S.N.N.Oh .. uh, that could be a bit of a problem. You see, we basically rendered the coin game unusable in favor of the global status bar - that is, we had to sacrifice some graphics in GFX00.bin.
Unless you plan on inserting a custom disassembly or using an ExGFX file, you may be out of luck.
Yeah, I know. But couldn't the coin game's coin graphics be remapped to just the normal coin graphics? The one in GFX00.bin?
~
EDIT:
It's not a patch, but could the Flying Golden 1-Up be tweaked to use Palette A instead of 8?
Please and thank you!
|
| Last edited on 2012-02-20 01:45:38 AM by Punk Sarcophagus. |
|
| Posted on 2012-02-26 11:29:54 PM |
Link | Quote |
|
could a patch be applied that will give monty moles priority over all
layer 1 obejects when jumping out of the ground ?
|
|
| Posted on 2012-02-27 01:01:07 AM |
Link | Quote |
|
|
Except that they have priority over all Layer 1 objects already.
|
|
| Posted on 2012-02-27 10:40:24 AM |
Link | Quote |
|
EDIT
ok now that im not in school and fully know what im requesting, i need a patch that gives the rocks from a monty mole raising out of the ground priority over all layer 1 objects or would this effect every exploding block ? if not how would i go about getting this enabled just for my level ?
id also like to request pokeys get tweaked so you cant slide and kill them, i feel thats like sliding into a grinder
|
| Last edited on 2012-02-27 06:57:20 PM by drmatt13. |
|
| Posted on 2012-04-14 12:38:00 AM |
Link | Quote |
|
Repoints the Coin Game Cloud's Smiley Coin (used in my level) to the normal coin.
I also want its palette to be repointed to Palette E (it's an extended sprite so it can't be done via tweaker) but I unfortunately still don't know how to do that through a hex edit (patch)
Code11F50 $02:9D50 1 byte Sprite tilemap related
The YXPPCCCT properties for the tile used for the Smiley Coin in the Coin Cloud Game.
|
|
|
Pages: 1 2 3  |
|
|
|
|
Forum Index - Events - SMW Central Production 2 - Patch Requests (09-24-11) |