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Tip: You can use Lunar Magic's Overworld Layer 3 Editing system to edit or create your own layer 3 images (castle bricks, fish, rocks) and apply unique effects per level via the Layer 3 Bypass in the main editor.Not logged in.
Posts by Lexi
Lexi's Profile - Posts by Lexi
Pages: « 1 2 3 4 526 27 »
Yay, update! This update brings two new videos. First, the Yellow Switch Palace:
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/loAYFSm3kiw?fs=1&hl=en_US&rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/loAYFSm3kiw?fs=1&hl=en_US&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
I really like this level. The message will be changed, as noted by the annotation. Also, the palette will be changed.
Next up is a new level:
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/N_T3gUYeZa4?fs=1&hl=en_US&rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/N_T3gUYeZa4?fs=1&hl=en_US&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
I'm not truly satisfied with this level. I'm still working on it.

Now to answer questions:
@Mr ESC450 and mszegedy
I knew what was causing the lag, I just didn't know what to do about it. I have now applied FastROM, and it runs much smoother now.
@leod
The name may change, I really don't know what I want to call it yet, but I'll think about it more once I get more of the game together.
@losall
I agree that some levels could still use some work. I may go back and "upgrade" some of them later, once I get more experienced with level editing. Keep in mind though, that this is still world one, so they won't be hard.
Originally posted by flareblade26
Just found another glitch: ALL of the layer 1 pallettes get f***ed up.

They all now use the first half of the pallette instead of the second. BLARRRRGHHALSKJFALSKJFALHGPIU


Originally posted by Ayosuf
Had a feeling someone was going to do that... Don't insert copies of GFX files 8 and 1E extracted with older versions of LM before 1.8 (actually you can but only up until you first insert the ones extracted by 1.80, at which point 4bpp for FG3 and FG4 is fully enabled and you're not supposed to go back to using older files). Replace those 2 files with ones extracted with 1.8+ and you should be fine.

There's also a slight chance you might of edited file 1E at some time in the past to try and use the other colors when you shouldn't have, which could fool LM into thinking you're already using 4bpp versions of the files. Same fix applies though.
I'm trying to make a block that shatters when hit by a green shell, but it's not working. Here's my code:
Code
JMP Return : JMP Return : JMP Return : JMP Shell : JMP Shell : JMP Return : JMP Return

Shell:
LDX $15E9
LDA $9E,x
CMP #$DA
BEQ ShatterBlock
RTL

ShatterBlock:
LDA #$02
STA $9C
JSL $00BEB0
PHB
LDA #$02
PHA
PLB
LDA #$00
JSR $028663
PLB
RTL

Return:
RTL


Problem? Nothing happens at all.
I've said this before, I've fixed those instances where you could get tons of 1-ups.
Thanks much, imamelia!
One last thing, I only want the block to shatter when the sprite hits from the sides or from below, not from the top. I'm assuming it has to due with $7E:00AA, but I don't know how to implement it...

EDIT: Figured it out. Here's the code for those who want it:
Code
SpriteV:
LDA $AA,x		;\
BPL Return		;/If the shell is coming down (not up), return.
Could someone post the Lose Yoshi routine? The link seems to be down. Thanks!
This may be a really stupid question, but how do you find out what sprite is touching a block (in the SpriteH/SpriteV offsets) if it's a custom sprite? For example, let's say I want a block to shatter only when custom sprite A1 touches it. How would I go about this? Thanks!
BIG UPDATE!

Sorry for the double post, but I thought that this was big enough for a bump. SMW: Remix - Demo 1 has finally been submitted! Check it out here.
It has 16 exits total, so try to find 'em all!

EDIT: Could someone please POST? I really don't want to triple post...
Thanks much, very helpful!
Thanks, Ramp202, but I don't seem to have access to the file...
I edited the bush's graphics to something else, so now I need to delete the bush from the castle No Yoshi intro. How can I edit this level?
Thanks much, but how do I save it? Whatever I do doesn't seem to save...
You should submit that to this thread. Could be helpful.
Thanks, guys. I got it working now!
For anyone who wants it, though, OW porting is actually really easy. Just open ROM 1 and open its OW. Then, open ROM 2, and open the OW editor, but don't click the reload from ROM button. The old OW will still be there, so you can just click the save button!
Just use teleport blocks and put them at the beginning of the screen. Here are some that are compatible with BTSD.
What do you mean? If you are talking about the animation for revealing paths, there is none. It's a palette animation. The first three OW palettes are dedicated for this very purpose.
Is there any way to turn off the Halloween theme right now? I just don't like it, but changing my theme does nothing.

And hacks get rejected for bad palettes...

Oh, darn. Ah, well, I'll live with it.
Don't forget to click File>Title Screen>Uninstall Recording ASM when you're done, or it may cause issues.
Pages: « 1 2 3 4 526 27 »
Lexi's Profile - Posts by Lexi

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