Ok, I don't understand how to make the overworld paths work properly...
I know all about placing the paths, but if I change what event happens after a level is beaten, the event occurs in the same spot it would normally occur in the regular game. How do you edit the events so that the paths fold out where and in what direction you want them to?
Don't point me to the Overworld Editing Tutorial, I opened it, and it's filled with random pictures, half of which don't open properly.
Ok, I've looked through a few Addmusic tutorials, they say all of the bla about modifying the files and this and that... but they don't tell you how to import the music into Lunar Magic when your done!
Where do the finished music files go so you can import them into Lunar Magic?
When you are done editing the tiles, press F9 (like you did) and you should get a message saying:
"Do you want to save the current level GFX files to file, so they can be inserted to the ROM later? Don't do this is you haven't extracted the graphics yet!"
Just incase you haven't extracted the graphics yet, exit from the 8x8 editor (don't worry, all of your edited tiles will still be edited), go to "File", "Graphics", then press "Extract GFX from Rom". Then click on "OK" on the window that pops up.
Then go back to the 8x8 editor, press F9, and click "Yes" to save your changes.
Finally, go to "File", "Graphics", and press "Insert GFX to ROM". Click on "Ok" on the window that pops up, and your new edited tiles should now be completely saved.
Once the blocks are saved to the rom, open your rom in lunar magic, open the "add objects" window, go to "Direct Map16 Access", and find the tile(s) that you used for your custom block.
Hold the mouse over the block that you're trying to customize; if it gives you the description of your custom block, then it worked, but if it says "A grey brick that Mario can't walk through", then you may have messed up in adding your custom block.
If it worked, the open the 16x16 tile map editor window and the 8x8 tile editor window.
Go into the 8x8 editor, and find the tiles that you want to use for your custom block (Note that you can't use tiles on page 3 or higher). If your going to customize the block, then find some empty/useless tiles to edit your block in. Now highlight the tiles that you want to use and look in the corner of the 8x8 editor screen. Make sure to remember the number that appears in the corner.
Ex. 12, D6, 142, etc.
Find your custom block in the 16x16 editor, click on it, and click on "Edit 16x16 Atributes". Now enter the numbers that you memorized from the 8x8 editor so that each tile goes in the correct space, and click on ok.
If the colors are messed up, then click on the "16x16 atributes", and choose another palette.
Now right-click on your custom tile, and press F9 to save your changes.
I hope that isn't too much for you to handle. Once you start to do it multiple times, it will seem much easier.
Ok, I had this problem for a while... whenever I add new blocks to blocktool, I take the .bin file and put in the same location as blocktool, but when I go into blocktool to find the block so that I can add it to lunar magic, it doesn't show up. What am I doing wrong?
This is something I noticed, but if I patch a ROM with a new mod to the game (Ex. Demo World, The Second Reality Project, etc.), it works just fine, however, if I patch a rom with a problem-fixing patch (Ex. Extra Music, GFX Fix, etc.), it doesn't seem to work. Is there extra work to be done with problem-fixing patches?
In the spritetool readme, it says that after I've saved the sprites.txt with the sprites and shoved it through spritetool, that I must open lunar magic and press INS to bring up an "Insert Custom Sprite" menu. I couldn't find a button that said "INS" so I pressed "Insert" and it brought up an "Add Sprite" window, not an "Add Custom Sprite" window. Is there a button that specifically says "INS", or am I doing something wrong?