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Posts by Knight of Time

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Just out of curiousity, but is there any chance you might be able to make all three versions of the Bumpty enemy (the penguin that cannot harm Yoshi, but bounces him off when he hits him from any side), one of which is the normal one that just roams around (I think we have this one thanks to one of our Japanese hackers), another one slides towards the player, and the third type flies a fixed distance horizontally (I think this one turns into a regular Bumpty if Yoshi eats one and spits it out again, in fact, Yoshi can't swallow any of them). Could you make at least the last two, with the sound of choice (for when they make contact with the player) being the boing sound please (you know, the one from jumping on a springboard or note block)?
Originally posted by darklink898
Those 3 are done by japanese hackers. :P


Yeah, I think I recall only the regular Bumpty was released outside Japan, did Mior, Carol, KT, Anikiti or another Japanese hacker make those three kinds of Bumpty enemies?
Originally posted by jesus
I request a 6x6 thwomp(in as many directions as you are willing to do), and an upwards thwomp(normal size).

edit:is there a block that when an on/off switch is on, the block doesnt do anything, and when off, acts like whatever you set it to in the map 16 page (ledge, black pihrana plant, etc)? I know there are on off blocks, but i think they work the opposite way.


For your second request, did you try the Switchable Air Blocks? They act like a blank tile on one setting, and act like whatever block you set it to act like on the other setting (there's one of each). Let me know if they are what you're looking for, please?

Edit: Shoot, thought they were in the custom block section, well, I can give the information needed to create them (I didn't create them though; I requested them a while ago, Davros made them):

For the Switchable Air Block Off (which acts like air when it's set to the Off setting, and whatever tile it's set to behave as on the On setting), make a .bin file with the following values:

AF AD 14 F0 07 A0 25 8C 93 16 00 60

For the Switchable Air Block On (which acts like air when it's set to the On setting, and whatever tile it's set to behave as on the On setting), make a .bin file with the following values:

AF AD 14 D0 07 A0 25 8C 93 16 00 60

When making either block in Block Tool, make sure all the offsets except the Reloc offset are set to 0, set the Reloc offset to -1, and the blocks should work properly.

Hope these blocks can be of use to you.

Edit2: Ersanio, thank you so much for making the 99 Bonus Star Block, I appreciate it very much, I'm going to make sure I put it to good use later in my hack.
Originally posted by jesus
Originally posted by Knight of Time


For your second request, did you try the Switchable Air Blocks? They act like a blank tile on one setting, and act like whatever block you set it to act like on the other setting (there's one of each). Let me know if they are what you're looking for, please?

Edit: Shoot, thought they were in the custom block section, well, I can give the information needed to create them (I didn't create them though; I requested them a while ago, Davros made them):

For the Switchable Air Block Off (which acts like air when it's set to the Off setting, and whatever tile it's set to behave as on the On setting), make a .bin file with the following values:

AF AD 14 F0 07 A0 25 8C 93 16 00 60

For the Switchable Air Block On (which acts like air when it's set to the On setting, and whatever tile it's set to behave as on the On setting), make a .bin file with the following values:

AF AD 14 D0 07 A0 25 8C 93 16 00 60

When making either block in Block Tool, make sure all the offsets except the Reloc offset are set to 0, set the Reloc offset to -1, and the blocks should work properly.

Hope these blocks can be of use to you.

Edit2: Ersanio, thank you so much for making the 99 Bonus Star Block, I appreciate it very much, I'm going to make sure I put it to good use later in my hack.


Thats exactly what i need. thanks :)
I have never done anything involving hex, asm, or whatever before. do i just take those values and paste them somewhere? i dont know what exactly i need to do with them, but that is what i wanted, so i appreciate it. if you or anyone can tell me exactly what to do with those values (or if you find the block) i would be mose greatfull ^-^


To insert the values I mentioned above for the two blocks (not the offsets I mentioned near the bottom of my last post, this is different), you need a hex editor; a good one to try is XVI32 (it's my favourite), just insert the hex values for each block starting from the top left corner (if you do it right, there should be four unused spots in the top row both times). Just be sure that when you save each of them, you save them in the .bin format (I did it as switchairon.bin and switchairoff.bin), and use those .bin files as the ASM file names under the Edit Block Database area of Block Tool.

I'm assuming you know how to work with creating new blocks in Blocktool, if not, I'll help you there too.
Originally posted by jesus
Originally posted by Knight of Time
I'm assuming you know how to work with creating new blocks in Blocktool, if not, I'll help you there too.


...?


Okay, I'll tell you how to make the blocks.

In Block Tool, go to Blocks (it's above the add block button) to get into the Edit Block Database, then click the plus symbol to insert a new block (best to do it after the last block on the list, which may or may not be the 350th one (? block with item box changing item), depending on how many blocks you added. From there, put in the block title for each (the block usage is optional), followed by the ASM file name (the name you saved each .bin file as), the Below Offset (set to 0), the Above Offset (set to 0), the Sides Offset (set to 0), the Spr UD Offset (set to 0), the Spr LR Offset (set to 0), the Cape Offset (set to 0), the Fireball Offset (set to 0), and finally the Reloc Offsets (set to -1), followed by the author name (Davros), the e-mail is optional if you don't know it, finally, put in the description of the block in the bottom-most box.

When you have that all accomplished, click the checkmark symbol to save each block to the database, then you can insert them.
Okay, these requests may be a little easier if the original sprites I'm about to refer to were disassembled, but could someone make versions of the rope mechanism and line guided platforms (the one that doesn't move until jumped on is at the top of my mind here, but the other one that is always moving is optional) that move at two different speeds, one of each of them being a medium speed, and one of each of them being a fast speed, please?

I plan to use the regular versions of these sprites in the sky world in my hack (#6), but having some faster versions would be a great thing to add to the near-endless amount of ideas I have for this world.

Thanks in advance.
Ooh, I've got a request, can anyone make this one as best as possible, please?

Donkey Kong Country 2 ice theme (I think it's called In A Snow-Bound Land)

I'm bound to have more at some point, which reminds me, what's the maximum number of custom music files that can be used in a hack?

Edit: Sorry, I didn't realize at first you can only make one music request at a time, just barely getting the hang of the concept for now.
Okay, I may not be much for making my own ExGFX, but, I'm going to eventually build a ghost house in the ice world of my hack, but I'm stuck as to what to do for ExGFX for both the FG and BG. One of my ideas for the FG was possibly changing the palette of the wooden ledges and other blocks associated with ghost houses to a light blue, but it's not quite good enough, for me anyway. Can someone give me some ExGFX suggestions for the FG and BG that would work well in a frozen ghost house, please? I'd really appreciate any examples from other games, if possible.

Thanks in advance.
Originally posted by Broozer
Well, I suck to but... There is a YI fortress background that is blue, I think it will be nice with your ghost house. FuSoYa used it at the 7th castle of DW:TLC. Do you know the BG?


Oh yes, I remember that BG well, thanks for the suggestion, that's one I had some temptation to use, so I guess it won't hurt to use it.

Anyone now have a FG suggestion, please?
Hi, to fix your layer 2 problem, under Change Other Properties in the Level menu, make sure your vertical (layer 2) scroll is set to none, horizontal scroll should be constant.

Hope that helps, and BTW, you should delete your other topic like this one, you don't need two of the exact same topic, just some advice there.
Originally posted by 1989
wow! I don't hope who too easy, thank you, about I posted 2 topics twins don't was my intetion, my computer confirmed more once. but I would ask other question: I'm working in a ship On water and putted the layer 2 correctly, with you post, but there are the mode of to make the water of my level Be transparent like others hacks who I already view?


Yes, there is a mode to make layer 2 transparent, in Change Properties in Header, go to the first drop-down box from the top and choose mode 1F, that makes layer 2 transparent.

I have used it a few times in my hack, so give it a shot.

Do you have any custom blocks in the wall that is causing you the problem?

Some custom blocks don't work properly with the triangle objects, for example, if you place a couple of No Mario blocks (the ones that sprites can go through only) on the wall to close off a small alcove with an enemy in it, you'll go through the No Mario blocks if you run up the wall.

I learned that one day in my hack, so lesson learned, be careful about using any custom blocks on a wall you can run up.
Well, I didn't really see this coming...

It's a shock Boom.dk left us all, I had been pondering my options for joining Nightfall, but due to the transfers not being done yet, I just couldn't register there. I mean, I have a hack I'm planning to release my third demo of someday in the not-so-distant future (possibly in a few months), and after that, the full thing, that is, once I get as many of the bugs out as possible.

Anyway, I hope SMWCentral continues to grow in a positive way for everyone here.
Okay, I don't want to "butt in" with the custom sprite sensitive block, but I was just talking with Bloodstar about this topic earlier. Just curious, but can anyone make a version of this block which only breaks when hit with a Dino Torch's fire, regardless of which direction the fire breath is coming from, please?

It's probably rare to use Dino Rhino and Dino Torch in a snowy level, but who knows, this kind of block could be considered to be super cold, heh heh.

Thanks in advance.
Originally posted by Bio
last time I check custom block code can't be runned when hit by extanded sprite(beside Mario's fireball), so it's impossible to do such block


Oh that's too bad, but I can do without that block.

Just wondering, but are extended sprites and tileset specific sprites the same thing, or is there any difference between them?

On a side note, Bio, any chance I could use your countdown blocks (you know, the ones in SMO that if you are in them too long, you get hurt), please?

If so, I have a ice cave level in my hack with ice cold water I've wanted to make a hazard if the player stays in it too long, but how would you shorten the timer, say, to 3 seconds?

Originally posted by Bio
Extended sprite

the ASM isn't mine, it was BMF's and he clearly stated he won't give it.


Funny how the Dino Torch's fire isn't on the Extended Sprite list...

My bad, I forgot that it was BMF who made the countdown block's ASM.

Well, I guess I'll have to wait for mikeyk to release his air meter before I release my last demo (Here's mikeyk's air meter in action, for anyone who hasn't seen it yet; I'm sure many of you have, though).

But besides that, would it be possible to make an ASM effect to disable flight with a cape (but not cape spins or decending with the cape), but for a specific range of levels in a hack instead of all levels?
I can't help you too much with your last question, but, luckily I can help with your first one.

To make a vertical auto-scroll level that goes downward, you need to set up a vertical level so that it has layer 2 enabled (level mode 08). Then, you have to set the number of screens to just one, and make sure there is no layer 1 horizontal or vertical scroll. Next, you need to have Mario/Luigi's X and Y positions to be set up good enough (the X and Y positions I used for the downward one of the two vertical areas in my frozen ghost house were E and 9 respectively, on the left side, making Mario/Luigi close to the center). After that, you need to put the floor of the area (the one that would be moving "down" all the time) on layer 1, and put everything else (e.g. Munchers, spikes, etc) on layer 2, and put a layer 2 falls command in the top middle of the first screen.

But from here, most enemies won't work too well with this kind of area, but you can use enemies that are unaffected by gravity (like Boo Buddies), and you can even use a generator if you so wish. I made a generator of Eeries in wave formation based on mikeyk's sprite generators, and the area worked just fine for me, so good luck there.

Hope I was able to help.

Oh, I believe Bio can help you with your second question.
Okay, I've been attempting to use a dynamic sprite for the first time (in this case, Wild Ptooie Plants), I inserted the dsx.asm file (or did I?) through xkas to my hack, and successfully implemented the Wild Ptooie Plants and Needlenose Bombs in, but whenever I use the plants, the game crashes, what do I do next?

On top of that, if you using xkas the easy way (as in aiyo's new version), does the program automatically close when you successfully patch the patch?
Okay, this block request should be easy, but could someone make a ledge type block that the player can drop down by attempting to duck, please?

Hopefully it should also allow the player to jump back up to the ledge from below.

Thanks in advance.
Originally posted by mimic
I think I remember BLM saying something about finding a block like that in blocktool.


Hmm, I don't recall seeing the block you can stand on and drop through in Block Tool, if it is there, can you or someone else point it out to me, please?

At times I overlook something so easily, that it makes me miss the big pioture from time to time.