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Posts by Knight of Time

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Hmm, well how do I remove the corner offsets from the two blocks, so that they don't apply? Right now, I'd rather be using the current BTSD than the newer version, as I did run into a little bit of trouble with tne newer version.

But wait, corner offsets didn't originally exist, right?
Hmm, well, I came up with a theory I just deduced about the regular block.

If the spikes are on the bottom of the platform, the top corners can hurt the player depending on if there is a solid block on either side, however, if the spikes are on the top, the top corners don't hurt the player, making me wonder if they were accidentally switched somehow?
Hmm, I have BTSD 0.43.0.0, is that the newest version?

How do I put in the corner offsets, in the ASM file (I assume someone will have to take a look at it)? I'm guessing they have to be set to act like tile 130, right?
Hmm, this is an interesting project so far.

imamelia, being as Jacob mentioned Poochy, I was just curious if you (or anyone else) could make any of the sprites on my list below? I'm not asking for them all to be made, I'm just wondering which ones may be considered, that's all.

-Muddy Buddy (that purple character that allows Yoshi to jump on spikes, and puddle lava I think (I could be wrong), without causing him to lose a life)
-the blue Arrow Lifts (they rotate slower than the brown ones, but they disappear after a few moments of being ridden, and re-generate in the same spot they are found in)
-the brown Chomp Rock (I recall these ones stay wherever you push them, regardless of how far you push them before, even if you go back or forward a couple of screens and come back)
-Hot Lips (the creature that lives in lava and spits out a stream of the hot stuff every few moments, that instantly kills Yoshi if it hits him before it falls apart)
Hi,

A few weeks ago, I posted a topic in here about a problem with the boss sequence text for my sixth castle (I discovered the problem by accident when playing the original level aka Wendy's Castle; I didn't actually finish my sixth castle yet as it's still in progress), anyway, I wanted to take things to a different level, does anyone have the addresses used for each boss sequence text, or at least the one for the sixth castle? I'm just hoping that finding that particular address will help me get closer to finding a solution for the problem, which happens to be some garbage in the text portion of the sixth boss sequence.

Thanks in advance.
Thanks ninja boy, hopefully that will help, anyway, here's two screens showing the problem.





Basically, what I'm trying to have for the full message is this, the italicized text isn't appearing...

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, hope these two screens will be of help to anyone who can help me out on fixing this.
No, I haven't applied any patches in the last while, I think the last one I used was the old version of the dsx.asm patch.

In fact, earlier today, I was talking to edit1754 over MSN to ask him if he thought that old version of the patch had something to do with this problem, and he didn't think it had anything to do with it.

On a side note, I tried Smallhacker's Terra Stripe program, would that help me out here?
Hi,

I recently inserted the locked door custom block that is included when you download Block Tool Super Deluxe, anyway, I'm having difficulty getting it working right; getting a key and touching the locked door causes the BG colour to change and the level to crash, can anyone help me fix the block, please?
Yeah, I changed it...yesterday that is. As it turned out, I accidentally forgot to save the changes I made there for the tiles I was using for the door (in this case, tiles 84E and 84F for the top and bottom halves of the door respectively). But I got it working.

However, I have one more question, when the key is put into the door, it disappears in a cloud of smoke, but it creates a second cloud of smoke right above the first one (the lock is on the bottom half), how do I make the top cloud of smoke not appear?
Originally posted by metalgearhunter
People, this is not a request thread. You are taking it the wrong way, he said he was going to make the sprites HE wanted and listed. Wait till he finishes them, and if he feels like it, he MIGHT make those sprites too, I can't speak for him.

If I am backseat moderating, I am sorry, but this had to be said.


I wasn't intending for those four sprites to be requests, either, like Jacob mentioned, I too only put them in as suggestions, mainly because I wanted to get some information about them.

There's another dynamic sprite I wish I could suggest or at least get some information on, in that one way gate that looks like a couple of pinball flippers...but being as it's 32 x 64 or 64 x 32 depending on which way you look at it, I'm not 100% sure if its symmetrical properties would make it even feasible. imamelia, sorry if this is a bit much, but could you give me some more information here, please? Again, this isn't a request.



Wow, this is sweet.

3 times the amount of space for backgrounds, much more space for the Map16, man, at this rate, finishing my hack, which is nearly at the 7th world now, is going to be even easier.

One question I want to ask though, seeing as there are a lot more frames to use for custom ExAnimations, can you adjust the speed of the frames, so that they go slower or faster? I'm curious.
Hmm, as a result of using this new version, I seem to be having newfound difficulty with inserting new BGs that I never used before.

I mean, the palette and the ExGFX file(s) that come with the BG in question are fine, but when choosing a blank page in the Map16 to insert the BG, it's all glitchy.

Can anyone tell me why this is, please? I didn't expect this process to suddenly get trickier.
I'm guessing all these bugs fit in with April Fool's day, guys.

Maybe tomorrow we'll get a newer version of LM that has all these bugs removed...maybe.

Did you make a backup of your hack, Error 52?

I strongly recommend doing it often (e.g. especially if you're trying to insert new ExGFX, a new custom block or sprite, etc), so that you can save yourself a lot of grief and frustration just incase something goes wrong.

Did you try re-downloading Lunar Magic 1.65, and re-inserting the GFX and ExGFX into your rom?
Hmm, I was just thinking of something that has me very reluctant to give Lunar Magic version 1.70 a second chance.

Is it incompatible with mikeyk's version of the SMB3 style pipes? They come with a couple of patches, but force you to manually insert each particular section you want to use, being as they're made of several custom blocks.

Edit: Just correcting a typo, so that there would be no confusion.
I was checking the first post, being as they are screen scrolling pipes, I just wanted to make sure. Does anyone else use mikeyk's version of the screen scrolling pipes (or has tried them at least once), or is it just me?
Hi guys, got some new screens from the 6th world of my hack, these levels are set in the sky, and are getting pretty challenging at this point, as you guys would expect late in a hack.

I'm going to be arranging them by level of course, for now, I'm going to upload some screens of the levels before the fortress here, they are Pipe Gripe, Send In The Clouds, and Arrows n' More.

















Meh, I just realized I made a minor mistake with the screen showing the brown lift on a chain, as anyone may have noticed, for most of my sky levels, I used all 3 colours of the cement blocks from YI, in the pattern you guys see.

Sorry about that, I changed that spot to what it should have looked like.
Hi,

I've been thinking of making a custom animated palette for use in the Valley of Bowser submap in my hack, trying to get it to flash black and red, while having it gradually going to one colour, and then to the other, anyway, how do I do this?

I've been able to do this sort of thing for levels, either in the foreground or background, but I don't know much about trying to do it on an overworld map/submap.

Anyway, thanks in advance.
A Count Bomb NEO from Mega Man 7 with a timer on it, hitting the button on whatever side it is facing starts the timer, making the sprite explode if it hits 0.

Basically, it's this.

Can the timer be made customizable?

Edit: Just curious, but are you limiting requests to one per person?