I am wondering how to see Map16Page.bin and Map16PageG.bin in some of the files in the Graphics menu. I would really like to accompany my custom blocks with custom graphics. I am making a practice hack to see what all knowledge I have under my belt.
I see. I learned how from you and a tutorial. It helped me. But I was hoping to use exGFX along with the original ground, etc. It seems I can't. I'll have to work around that I guess. Thanks for the help. :3
All nonsense aside, I really am impressed at this. It literally feels like a fangame. I am hoping it can be playable outside of BSnes by the time it would be finished. ZSNES is my 'home' so to speak. I guess I am weird about emulators.
But I love how you placed music that sounds like it hardly uses ANY SMW music sounds. It just makes me....
I have copied and pasted a custom block to look like the turn block On page 0x300. The custom block bounces when you hit it with small mario, and breaks when you hit it with big mario.
The blocktool instruction works like a charm, EXCEPT when I hit a pow block. When I do, the blocks stay as blocks despite being able to be picked up like coins.
What I did was... well, monkey around with the ExAnimation option in Lunar Magic. But I got the destination to be 300.
I had four entries starting from 5CC to 5FC (the coin tiles) repeated. Didn't work. Tried to turn frames 1-8 to 0. Nothing worked. I DO have the Super GFX Bypass set to 00 (since it uses a coin tile, which is a normal graphic) But nothing works. I am at a loss.
That's alright. I already made a cool method to exit a level as if you beat it using a custom block. Now all I need to worry about is level design, which will take a bit for me to map out in my head. Thank you though!
I can get a LOAD of 1ups on the space ship level in the cloud world. Going down on a parakoopa's head facing the bottom of the ship counts as a 'jump'. So you could just get two jumps in, find another paratroopa, get another two jumps in etc. until you get loads upon loads of one ups.