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Tip: After changing, moving, adding or deleting a level from the overworld, use only EMPTY save files. 0s often contain the old version.Not logged in.
Posts by Decimating DJ
Decimating DJ's Profile - Posts by Decimating DJ
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Don't forget, on the overworld editor you can set a level so that at the start it has the midpoint passed. You could have it so that the first time you play a level, you start in one place, and after you beat it, you start in another.
Challenge 10

This was easy.
If you start the level at the bottom of a screen, have FG and BG set to C0, if at the top, set both to 00, and if somewhere in between, use 60 for both.
Use ExGFX and the animated hurt blocks in blocktool.
You should limit yourself to have only one moon in each world, at most. Also, when you collect a moon, I think it sets a flag in that level that makes all moons in that level disappear that were not inserted as a map16 tile.
You should calm down, acting like that can get you banned.
It is HDMA.
The Creating Blocks path can be easily edited. Just use a hex editor and follow these instructions.

Originally posted by ROM map
195A4$03:93A474 bytesMisc.Creating Brown Block Directional Data (for levels in overworld submaps)

Format: One byte per command, XY, where X=number of times to go in direction Y. Y = 0,1,2,3 (Right, left, down, up) FF terminates the sprite.
195EF03:93EF51 bytesMisc.Creating Block Directional Data (For levels located on main map) Same format as above

The eating blocks doesn't follow a set path, it just goes to the next brown used block and removes it. Don't let the path make any 2x2 squares of used blocks, or it will just remove two blocks and get terminated.

The blocks are activated when Mario (or any character that replaces Mario, depending on the hack) steps on a used brown block after the creating and eating blocks come on screen.
1. Click the door with a 1 on it, and set everything how you like. Keep in mind that the only difference of location between the two is screen number.

2. Click the Ghost House button to move, add, and delete layer 1 overworld objects.
The title screen uses music bank 2, like the overworld. Level music happens to be in music bank 1. You can't use music from one music bank in a place that uses the other. Try inserting custom overworld music and set the hex value to the overworld music you want to use.
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Decimating DJ's Profile - Posts by Decimating DJ

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