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Posts by Knight of Time

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I am using the No More Sprite Tile Limits patch, but I didn't set the sprite memory index to 10 on this level, however, I 'think' I may have found my problem.

Since smkdan made the sprite, I found an area in the asm file called "SLOTS dcb $CC,$C8,$C4,$C0 ;avaliable slots. Any more transfers and it's overflowing by a dangerous amount." that had me very curious on a small theory of mine, I'm starting to think those 4 values are supposed to represent part of the Sumo Brother sprite and its fire, am I correct?

If so, would changing any of those values possibly solve the problem? I don't like taking huge risks like this, but as long as I know what to do with this, it shouldn't be too much of a deal...I hope.

Edit: Just as a side note, as long as the YI P-Switch doesn't come into view (aka the player making it to the spot where I placed it), the Sumo Brother remains unaffected by it.
Originally posted by Buu
Are said parts of the sumo brother by in the last four 8x8 rows of SP4? If yes, then the YI P-Switch is definitely the problem. The dynamic sprites make use of the last four rows and as long as those are present in the level (or just on the screen, not sure here), said rows can't be used by normal sprites thus causing them to mess up.


Ah yes, all parts of the Sumo Brother are in the last 4 x 4 rows of the SP4...>_<

I guess that's going to leave me with some tough choices for using the dynamic sprites...I'm starting to think I may need a dynamic Sumo Brother for this to work.


I'm afraid there's no way I'll do that, sorry.

If I had to move around a sprite's tilemap, or create a tilemap for a custom sprite, I find it would be better to make an ExGFX file that overwrites tiles of sprites I wouldn't be using in the level.

Now that I think of it, I remember edit1754 making a dynamic version of the Wiggler enemy, so in theory, in order to use both a dynamic sprite and a regular sprite whose tilemap uses any of the tiles in the last 4 rows of the SP4, a dynamic version of the regular sprite would need to be made, right?
I don't think it was Anikiti that did the VIP ...Anikiti's are challenging enough, but the VIP IMO take the difficulty up even higher.

Alright, I finally have my 5 world demo up, so here it is, guys:

SMWMLDT Demo 3

I wish I could submit it to the section, but for some reason, I keep getting redirected to a "safe" site. Anyone know how I can get around that?
Yeah, the patch does work...I don't know why the zip file wouldn't open...did you try one of the programs that can un-zip it?

Edit: Did anyone who downloaded the zip file manage to open it? I may provide the ips patch instead of the zip file if anyone having difficulties wants to see.

Edit2: Alright, I have a link that goes straight to the IPS, as the top link was replaced with:

SMWMLDT Demo 3 (right-click it to download)
Hello,

I recently finished the third demo of my SMW hack, yet much of the time I try to go to the section to submit it, I get re-directed to a "safe site" as the Firefox browser (that's the one I mainly use) seems to not like it when I click on links with certain words in them, thinking the links are a threat or something. Even more unusual, the word "hack" always seems to be censored for that same reason.

I've tried submitting my hack in IE instead of Firefox, but the process of doing so there is a fair bit slower than with Firefox, as it seems to take a little bit too long for the page to load to show a sign of success.

Can anyone tell me what this weird problem may be? It makes me wonder if it may be spyware, adware, or something similar in nature.

Anyway, thanks in advance.
You could try my hack (although it isn't 100% complete yet), I put some unique challenges to it, so it ought to give you a workout if you try.
Well, for some reason that I'll probably have a hard time figuring out, it seems that the File Bin was the only way I could submit my hack here...I usually use Firefox here, but the submitting process is too slow in IE; when I tried it in Google Chrome instead, I was redirected to SMWCentral's "not found" page, I almost got it here in Firefox, but something redirected me elsewhere before it could get there (probably because of a malicious program or something related).

Nonetheless, at this rate, I'm not going to bother submitting my hack to the section until it's 100% complete.
A content filter?

Could you or someone else possibly give me an example of one please?

I'll probably make another attempt at submitting my hack sometime down the road, when it's all done, at least I was able to get it into the File Bin.

One more thing, can malicious software cause the problem I mentioned? I know some of it can block internet access completely, as I had that kind of problem earlier this year.
Thanks, I was lucky enough to get permissions from others who had used certain BGs and/or FGs (such as FPI for the FG in my fourth castle, as well as the BG in my first star world level), they're the number one thing I look for before I start a level most of the time now.

Oh, while I'm at it, here's the story I made for my hack:

Luigi is basically jealous of all the times Mario takes the credit for doing something heroic, so when they and Peach set out to a new island, their teamwork is put to the test when a flood suddenly strikes it, and the moment that they go to get equipment to get the water level under control, Peach is gone, and they decide to work together.

That's the main reason why I made it two players only.

Edit: Just correcting a typo...
Yeah, I share this computer with my brother and mom, my mom uses it less often than me or my brother though.
Hi,

Being as I'm just getting used to dynamic sprites, I wanted to ask a question.

Besides any tileset-specific sprites that use at least one tile from the last 4 rows of 8 x 8 tiles, is there anything else that clashes with them? I'm curious.

Anyway, thanks in advance.
Originally posted by Vaporeon
As far as i know, that is the only thing that would give you issues. The only thing not shown in those rows are the graphics for the lava/water splashes, those appear incorrectly also.


By lava splashes, do you mean the ones Blarggs make? Aren't those tiles also used for Podoboos, too? I sure hope not, as I hope to make a castle area one day using an arrow lift as the player's way to get through.
Hmm, it appears that some of the YI enemies/sprites didn't make it here, like the Wild Ptooie Plant and Dr. Freezegood, any reason why they didn't make the cut? I'm slightly curious.
Originally posted by Viarra
Sounds like a case of parental controls blocking the site due to the instances of the word "hack".


Hmm, that could be a possibility.

I have McAfee Total Protection 2009 installed on here, so I'll check to see if it's on, and edit this post once I know.

Edit: Okay, I did see something in the Parental Controls about filtering the use of certain words, but when I disabled it, I still couldn't reach the section, anyway, Viarra, do you have McAfee as well? It just makes me wonder if you have to restart the computer to make any changed settings there take effect.
I'm guessing this whole issue would be much easier now that the tileset-specific sprites are being individually and slowly disassembled, right?

Looks like with all these disassemblies being made, I guess I can safely say that making copies of some of the sprites that have been already made, for SP3 instead of SP4 (unless the sprite uses both) is the best thing to do when dynamic sprites are being used. I know it for sure, because sometimes I have to make more than one cfg for a custom sprite if I want to use it with one set of sprites on one level, and a different set of sprites on another level, as it's a matter of having a second asm file with a different tilemap than the first one.
Hello,

I seem to recall playing a hack where in one level, there were growing/shrinking pipes (thanks to sprite 49) that could crush a player if they were caught in between one of them and a ceiling, anyway, how do I tweak the sprite so that the player can get crushed on ceilings?

Reason I'm asking is, I just made a new level (which will be in the final version of the hack) with a bunch of pipes making up the FG, some of which can rise up and thus can make the travel really tricky in some areas), but when the player is pushed against a pipe ceiling in the level thanks to one of the growing/shrinking pipe ends, instead of getting crushed, they get pushed to the side, which I noticed can even temporarily trap them inside a solid object w/o them.

Anyway, thanks in advance.
Originally posted by Kaijyuu
Yeah, you'll want to use layer 2. It's possible with the sprite but it'd require a bit of of it's code.


I'm actually hoping to do this without needing to use layer 2...it's just like with the grey moving castle block sprite, they can also crush the player against something if you know how to use them as an obstacle.

I guess the only thing I can do right now is wait to see if the growing/shrinking pipe end sprite is disassembled...I'm just crossing my fingers to see if someone does it...even though I'm not asking for it, it may help.

Oh, well, thanks imamelia, if there was a crushing version of the growing/shrinking pipe end sprite that could be made from just incase the original sprite does get disassembled someday, I'd like to be notified of it please, either in this topic, or if it's too late by then, via a PM please.
Originally posted by Kaijyuu
Actually...

I'm not sure if this would be a simple tweak, but it'd be better than checking mario's upper object collision. The pipe, at it's apex, could spawn an additional two pipe tiles where the top of the pipe is. That way mario would be crushed between objects in a much more forgiving way, and similarly to how it happens with layer 2 movement.


Hmm, I like that idea. It reminds me of how the player appears to be "crushed" sometimes if they're caught in a tile that hurts them on certain frames, as if they're in the very center of it (especially when such a block is set up vertically), it can instant-kill them, even if they are big and have an item in reserve (it makes them subsequently lose the item).

So yeah, as long as there's more than one way to get the result I want here if the player isn't careful, I'll take one method or another, once at least one of them becomes possible.

Thanks again for the info.