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Posts by Knight of Time

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I have the first two files patched, yes, but I must ask something, didn't Mior's sprites originally not require the definitions.txt file? I was able to get a couple of his other sprites running without any problems, it just makes me wonder if they have to be inserted with his version of Sprite Tool?

Okay, well, I made another attempt to insert the nut sprite...and I'm thinking I definitely have an error somewhere in the asm file.

When I first downloaded it months ago, I didn't get around to unzipping the folder it was in until earlier today, and the only tweak I made to the asm file was editing the tilemap values.

Here's the contents of the asm file:

Mod edit: Pastebin is your friend if you want to post goddamn huge things.
I'm using the original GetDrawInfo.asm and SubOffScreen.asm files, which I set at 998000 and 998090 respectively. But, I'm thinking these are the old files for these two areas since the filenames originally didn't come with the underscores, am I right?

Those ones work just fine for me with two of the sprites I already have in my hack that Mior made, the Bumpty from YI, and the Stretch from SMB3, since AFAIK I'm using the "old" versions.

Is there a link to Mior's site? IIRC, last time I was there, I was having some navigation problems with it.
Yes, they're the same person.

'shrugs and sighs' I guess I'm going to have to PM him again...he's helped me with some of his sprites through PMs...either that, or simply forget about using the nut sprite.

Edit: Darn, looks like there may be no point in PMing him, seeing as he hasn't been on here in months.

If I only knew where else besides the Definition, GetDrawInfo and SubOffScreen areas where the error could be...


Sorry for the double-post, but I got the Nut sprite finally working.

However, I noticed that it clashes with a tile used by the Torpedo Ted, normally, I'd just make an adjustment to the tilemap of the Nut, but that somehow causes me to get errors with the sprite for some reason and forces me to leave the tilemap alone, why is this? I'm baffled, as I've previously had no problems with changing the tilemap of a certain sprite in its ASM file.
Well, the Nut sprite's tilemap is composed of tiles A0 and B0, but since A0 was originally used by the Torpedo Ted, in order to get the two sprites to work together, I had to go to the ROM map and change the value at $13B3F (for the tile used for the second frame of the Torpedo Ted's propeller) from A0 to 86, which is where the face for the Porcupuffer is. Luckily, I have no plans to use both the Porcupuffer and Torpedo Ted in the same level anywhere, so it's all good.

I guess sometimes a minor tweak like this does help whenever something in the asm file of a custom sprite prevents you from changing its tilemap.
It makes me wonder if any other sprites Mior made have that same property that discourages people from changing the tilemap of his sprites?

Either way, I'd like closure here please, I think this topic has pretty much served its purpose.
The biggest thing I got for Christmas this year was a laptop computer, which I happen to be using right now, along with this wireless router I also got that helped me to connect (it took a bit of work to get it; I had to use the same kind of internet connection the main computer uses, but I know it's fine).

Also, for only the second time that I can remember, I got a strategy guide...for a game I don't have yet...being as I got a guide for The Legend of Zelda: Spirit Tracks, I'm going to probably buy the game someday.
Hi there,

In one of the levels I made in the first world of my hack, I just stumbled across a problem with the use of a diagonal pipe...I noticed that if you were carrying an item before entering an exit pipe that caused you to get shot through the diagonal pipe, the item would make it to the area with the diagonal pipe, but the player would not be carrying it upon getting shot out.

Anyway, I was hoping that a blue P-Switch could be carried while being shot out of the diagonal pipe (in order to get to a high ledge), but it looks like I may have to revise this part so that the switch isn't needed. However, I was wondering if it's possible to make the player able to carry an item while being shot out of a pipe? If not, it's no big deal to me.

Thanks in advance.
My bad...that's one of those things that always seems to nip me in the bud...whether to ask if something is possible, or asking how to do it, because it's possible to get the same answer regardless of which side of the coin it's on.

If this needs to be closed, that's completely fine, I should have re-worded this better, sorry.
Hi,

I'm in the middle of transferring my hack from the desktop computer to the new laptop computer I received for Christmas. However, at the moment I'm stuck with trying to re-insert a few custom blocks, as after going to edit the database to change the locations of the bin/asm parts of the custom blocks (which was a painful process, but I got that part done) to reflect their new locations on my laptop, I ran into this problem, where "_____.asm" represents a few custom blocks I had this problem with:

"Errors occurred during the assembly of c:/users/kyle/my personal files/lunar magic files/asm/_____.asm

error: temp.asm: line 63: invalid opcode or command [SEC #00]"

Anyway, this problem happened when I tried to re-insert asm versions of the elevator blocks that Davros made asm versions of, affecting only the second half of each of the elevator blocks (e.g. elevatorright2.asm, elevatorleft2.asm).

Can someone tell me what to do here please? It makes me have the suspicion it has to do with the temp.asm file.

Thanks in advance.


Hmm, funny, those blocks worked fine previously when I inserted them successfully through BTSD the first time...anyway, that solved the error in BTSD with these asm blocks...but I need to get back to the point in my hack where I first used these blocks in question, which is in my sixth world, so hopefully they'll have a green light again, thanks Noobish Noobsicle.
'shrug' I'll re-word the question.

How do you make the player be able to hold an item if they got shot out of a diagonal pipe, without dropping it (that is, if they carried an item into the pipe that leads them to the diagonal pipe)?
Hi there,

I just recently inserted the YI Egg Plant sprite into my hack, and I was wondering, where in the ASM file do I configure what regular or custom sprite it generates?

Right now, the regular sprite it generates is a blue shell-less Koopa (02), but I wish to change that to the throw block sprite, can someone fill me in on what value this sprite uses, please?

My thanks in advance.
Ah, that did it, thanks imamelia. Methinks using a throw block shooting Egg Plant will serve me well in a couple of levels in my hack, the first of which that I'm working on right now, has some breakable hurt blocks.

I'm guessing you change extra property byte 2 in the cfg editor to edit what custom sprite the YI Egg Plant shoots out, right?
Ah, okay.

Well, I figured it'd be best for the Egg Plant to shoot only 1 throw block sprite at a time, but I might make some extra copies of the Egg Plant sprite (for both the asm and cfg files), as I do occasionally make an extra copy of the asm and cfg files whenever I need to change its tilemaps to use with a different set of sprites than what sprites the original was used with.
Hi,

I have been thinking of using the Boomerang Brother at some point in my hack (being as I've used the classic Hammer Brother and Sledge Brother before), but there's something about its boomerang that has me curious, how do I make it hurt the player if they spin-jump on it?

I'm very sure it must be done in the cfg editor somehow, as I remember that when mikeyk made the electricity sprite I requested one time, he made a cfg for one that can be spin-jumped on safely, and a cfg for one that cannot be spin-jumped without damage.

Thanks in advance.
Hi...

Although it's a little early for me to be at the point of working on my sixth castle (since I didn't finish the level just before it), I've been finding myself having a rather annoying problem. When the castle is beaten and the 6th boss sequence is shown, the text doesn't show completely.

Here it is:

The Marios have made it past the Koopar Ridge, grounding Wendy O.
Koopa's dreams of being queen of the sky. Now, a rescue is on the line
as the bros. enter the fiery Koopatoa Core.

Anyway, what this problem is, some of this text doesn't appear during the text sequence, it's nothing to do with the length (seeing as in LM, it fits the box), some black squares just appear in place of some of the text, and whenever I go to the emulator and disable BG2 (I'm mainly using ZSNES to play my hack), the black spots are revealed to be other characters, making for a messy appearance where some of the text is meant to be.

How can I fix this strange problem? Changing the location of the boss area didn't help, nor did transferring the BG, FG, or sprites to another level (basically making a carbon copy of the sixth castle).
Yeah, if that was it, it would have only been slightly, as the text was the only thing that got affected. Thankfully, the movie for the castle destruction wasn't affected.

I'm guessing maybe it was one of the patches I used, but I'm not 100% sure.
Yeah, I have a few patches in my hack, some of them forced me to move parts of some levels elsewhere.

I have:

-dsx.asm (the original version of the dynamic sprite patch; I might update to the newer version someday)
-No More Sprite Tile Limits
-2 Players only
-Separate Luigi GFX
-Classic Fireball
-Palenemy (the one that allows you to configure what sprite certain other sprites, like Lakitu or Puntin' Chuck generate by changing the very last colour in the Edit Colors and Palettes menu of LM)
-Fade Fix
-Counter Break Y
-Darken on Pause
-Lava Fix (causes most sprites to be killed when they touch a lava slope)
-Vertical level BG scroll fix

Quite a few patches to have, but where in the rom is the 6th boss sequence message stored (in the rom map that is)?