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Posts by Knight of Time

Knight of Time's Profile → Posts

Nice to have you aboard, Charles!

If you're looking to get started with SMW , the first thing you should do is download Lunar Magic (there's a new version available, that you can find on the main page). After that, you should thoroughly read through the help file to get the hang of using Lunar Magic, and you can also read the FAQ here (it's in the sidebar on the right). Making a great hack takes time, but if you learn quickly, you can benefit in the long run.
Hello,

I had recently put in mikeyk's diagonal Bullet Bill shooter into my hack that can shoot a Bullet Bill in any of the four diagonal directions depending on the Y position and extra bit, but, I noticed that the tile used for the two Bullet Bills that shoot diagonally upward is one of the tiles used with the sprite part of the SMB3 elevator blocks, which have made a triumphant return to my hack.

Anyway, since I'm hoping to change the tile for the diagonally upward Bullet Bills, where do I go in the ASM file (diag_bill.asm) to find what tile is used here? Usually, I don't have much trouble finding the tiles used by custom sprites, but this is the first time it has eluded me.

Thanks in advance.
Wait, wouldn't that affect any diagonal Bullet Bills being used in a different level?

Let me put this in an alternative way...the other way I could go here would be changing the tiles used for the SMB3 elevator sprite when it's going up (it's 3A6 by default), so how would I change that tile?

In this case, I'm hoping to move the tile used for the up elevator from 3A6 to 388, as I'm not using the latter for any sprites in the level I'm working on, so would I be able to make the tweak in both the elevator.asm and elevator_dir.asm files?

That seems like it may be the better way around my current problem.
Hello,

I've been tempted to use the YI Egg Plant sprite in my hack to generate some throw block sprites, but...how do I change what sprite they shoot out, as well as how many of the chosen sprite they can shoot before they stop generating?

One other thing, if an Egg Plant was generating throw block sprites, wouldn't they break upon hitting the ground if the player didn't catch them?

Thanks in advance.
Thanks Iceyoshi, I figured changing the tiles used for all three of the elevator sprites would work better than just changing the tilemap of the up moving one, so I moved them up to the first 16 x 16 row in SP4 (since I might use a dynamic sprite or two in the level I'm working on), effectively solving my tile clashing problem, as I only had to do the change in the elevator_dir.asm file.

As it appears, that file seems to have the tilemap for the sprite parts of all the SMB3 elevator blocks, not just the directional one.
At address $077D7, change the value to 80. That will make Mario die in one hit regardless of his size.
Hi, sorry for the double post and bump, but I finally found a level in a hack that has the growing/shrinking pipes that can actually crush a player, does anyone remember playing a level in TSRPR called Noteworthy Terrain? It has some of these crushing pipes in it.
Ah, that's quite an unusual thing there, that they only crush while the player is riding a Yoshi, would a hex edit somewhere possibly be able to reverse the behaviours (e.g. so that they cannot crush you while on Yoshi, but can while you're not on Yoshi)?

I don't use Yoshi too often in my hack (just about once per world), anyway.
Just out of curiousity, but does this work with any dynamic sprites?
You can also try the No More Sprite Tile Limits patch, it can come in handy if none of the sprite memory settings work with your level, but using it requires you to patch it to your rom, and have the sprite memory index for a level set to 10 if you want to use it properly, just be careful with it, incase you decide to try it out.
I don't think that would work too well, I mean, with dynamic sprites in general, their GFX is found in a file separate from SP1-SP4 (while showing the various frames), and at times with some dynamic sprites, you have to manually insert their GFX through the use of a hex editor.

But even if it is the case that dynamic sprites cannot have their GFX show up correctly in LM, it doesn't bother me at all, as long as they have their definitions, just like with other custom sprites I've used.
It probably has to do with a sprite memory issue, are you using a few sprites on a single screen, including the Chomp Rock?

Another possibility might be any patches and/or custom blocks you may have used, I had a similar problem with my dynamic sprites (and other non-dynamic sprites) becoming invisible, you just have to be careful of what you put into your rom, backups are your friend.
Are you using Auto Scroll Special 2 by chance?

That's the one that allows you to make a level that auto-scrolls to the left.

If you want to use it properly, my suggestion would be having the player start on the rightmost screen (1F), and having the command on the top right corner of that screen. Of course, you don't have to necessarily start on the far right, but that's the way I did it for the first part of a snow/ice level in my hack.
Hello,

I just added Shog's version of the block spikes custom block (which has a spiked bottom and a flat top if the On/Off switch is set to Off), as well as the reverse of this block (which has a flat bottom and a spiked top if the On/Off switch is set to Off), anyway, I'm having a problem with these blocks, when the On/Off switch is set to On, the top and bottom of these blocks acts like spikes, how can I fix it so that only the bottom side of the regular one, and the top side of the reverse one have the spikes when the On/Off switch is set to On?

Thanks in advance.
I thought for sure that doing a small tweak in the ASM file would make both blocks no longer hurt from both the top and bottom if the On/Off switch was set to On. All I recall in the asm file is, there's a spot where if the value is equal to $00, the block hurts the player, and a different spot where if the value is different from $00, that the block hurts the player. Those two areas...do they represent the On and Off settings of the On/Off switch respectively, or do I have them in reverse?

Hopefully the latter isn't the case.
Hello,

At one point on here, I began to get fascinated with a custom block Alcaro made, namely, his upside-down triangle blocks (just like upside-down triangles that are in the bonus area of the SMA4 e-Reader level, Sliding the Slopes, these ones let you run on walls and ceilings).

However, despite getting plenty of help from the creator himself, I've never been able to get these blocks to work right in my hack, so I had to come here for some other input, to see if there is anyone here (including Raibys) who has successfully used these blocks.

Raibys, Alcaro told me he made these blocks for you, right? If you see this topic, could you possibly shed some light into this situation, please?

I think it's something about the smwusdtri.asm file that has been perplexing me all this time.

Anyway, thanks in advance.
I don't think that's the problem, I just made the block that makes the player run on the floor if they're running down a wall act like one of the two settings it could be (between 1E and 12E, I tried 1E), but I figured getting all the tile settings correct for each block wouldn't help me unless I was able to overwrite some free space in my rom with the required asm patch.
Well, if you're trying to make translucent water in a regular level that doesn't have layer 2, your best bet would be going to a level with a tide in it, and making snapshots of the various frames of the water as it moves. From there, just get those various water tiles into Paint, and you'll notice they have a checkerboard pattern, which allows you to combine them with any tile you want to use (if you want to use them with a background, with the tiles that aren't blue, leave those ones translucent). If you want to use them with any foreground tiles, the best advice I can give is, first make some copies of the individual foreground tiles you want to use, then paste the water tiles over them.

If this is too complicated for you to understand, my apologies, but I did something like this a couple of times in my first world in my hack. It was the only way I could work around the problem where layer 3 disappears if you hit a message block or touch a goal tape.
Nevermind, I got some help from Shog on fixing the two blocks, they work perfectly now.

Anyway, could someone close this for me, please?