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Posts by TheSuperRotom
TheSuperRotom's Profile - Posts by TheSuperRotom
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Finally a new question that isn't any more major than the last!

I have an underwater level, it has seaweeds in it, and it uses the standard underwater BG. Is there any way I can have non-glitched seaweed AND BG?

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Originally posted by Everest
Nothing should be glitched. Are you using header GFX "Underground 2"?


Yeah I am, it appears as 2 default tiles on top of each other. I should also mention that I'm using Extended tiles.

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I'm working on a hack of Super Mario Kart hack called Super Circuit Mario Kart, and as the title states, it's a port of Mario Kart Super Circuit's tracks (most of them anyway). One of the ones I am working on is of course, Sunset Wilds. But I couldn't decide what time of day the BG should be (For those who don't know, in Sunset Wilds the time changes every lap, going from sunset, to twilight, and finally to night). Does anyone have any idea?

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Okay then. I have a minor problem. I'm using Koopa Beach for Bowser's Castle 3, so I can have the unique blue palette. Only problem is, do to Lava not having as many frames of animation as water, the lava in the background glitches out. Not only that, but it affects various palettes on the track. Anyone know where I could fix it.

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Originally posted by mario and luigi
would it help if you fix the palettes and if you add the lava manually?


Well, the palettes are MEANT to be different. And Since I used the BG from Bowser Castles, the lava will stay there.

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I have a question. (Also this is the first time I've posted here since WoI v1) What game is IM MEEN from?

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 photo cameron_the_hedgehog_by_shadowfangirl2-d2z1q1p_zpsca7411c7.jpg

Nuff said

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(restricted)
This time it has to do with data. Where in the Super Mario Kart ROM is the track names located?

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Welp, I guess it's about time I bust out my headset, because I am in!

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I'm working on a stage based on Flash Man's stage in MM2. I want to do the cycling palette in said stage, but I have no idea what I would have to do as to properly ExAnimating it. Would it be possible? What do I do?

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Some reason the SMW Hacks are no longer shown in the stats! Any one know why that is?

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So Christmas comes and of course I want a game. What game did I want? WarioWare: D.I.Y. So come the next morning, I find out I got the game. I was wanting D.I.Y. Showcase, but damn Wii Shop Channel not working where I live.

So I've nearly filled the first D.I.Y section, cleared Mona's stage, and got through all the tutorials (excluding the dojo ones). So what types of games do you make? What do you like about the game itself? What do think of the gimmick itself?

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Would it be possible? And if so how would you make it so it doesn't fall? Any ideas or methoods?

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Originally posted by Alcaro
Maybe this one is close enough to your wishes?
It's not movable, but I'm not sure how else an upsidedown switch would work; should it fly away if you 'drop' it?


That ought to work. It's a hack based on NSMB, that's why it's on the ceiling. The level it's for is based on 1-A.

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I really want a custom sprite that is like the platforms in YI3 that expand horizontally and vertically. The sprite would use the same graphics as said platform, but would only expand vertically. If not, anything on the site like that?

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Originally posted by Ladida
try this disassembly


Inserted it, but it just acted like an ordinary horizontal platform.

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Originally posted by leod
Did you by any chance accidentally insert the On/Off switch controlled version?


Nope, it's called "turn.asm". I even changed the use of the extra byte to NO.

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Okay, so I have put my first custom sprite in the custom list, but it reminded me I had another question. How do you give custom sprites their own custom appearance in Lunar Magic?

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Originally posted by Everest
This tutorial worked for me though it has been awhile since I have done that so I am not sure if anything has changed.


Alright I'm going to summarize what happened when I tried it. Also, it's that YI3 platform that expands and contracts only vertically.

1. Put the Sprite GFX for the turn block bridge on tile 8400.
2. Made a ".ssc" file with the ROM's name.
3. Put the Sprite Command in along with the description.
4. Next line put "01 22 0 0 400".
5. Saved it in the ROM directory.
6. Closed and then re-opened Lunar Magic.
7. Still was a black box with a red X.
8. Checked to see if the desired Sprite GFX had saved properly. It did.
9. Looked beyond the first post.
10. Someone said to subtract 8000 instead of 2000.
11. Tried that method.
12. Still didn't work.

I'm very confused. The tutorial seems really outdated, it was before LM added another 20 pages for FG and BG tiles. Could you please "paraphrase" what I'm supposed to do?

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TheSuperRotom's Profile - Posts by TheSuperRotom