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Posts by Knight of Time

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If you needed help with doing construction tasks you couldn't do on your own, would you hire Guts Man to help you? Here is what he looks like:


Would you consider making a sampled version of Lets Go Down The Wine River from Super Mario RPG, please (that is, can you make it sound as close to the original as possible)?

Here is a YouTube video.
Could you make this with the SMW instruments (that is, unsampled), please? It's Coo the Owl's theme from Kirby's Dream Land 2.

YouTube link
Midi link

If you want to make this sound a little fancier, that's fine with me.
I just downloaded the YI soundtrack and SFX, and I have to say, it is awesome.

Thank you so much, especially for the Kamek SFX. These SFX will definitely be put to use with the flying Kamek sprite in my hack.
This is a pretty cool sprite WYE, one question though, just wondering if you would consider making the pairs of pipes impossible to enter if one of them is placed directly under a solid ceiling? I wouldn't want to see Mario travel through one of these pipes only to suddenly end up inside a ceiling and die after exiting the second pipe.
I am very surprised the thread I want to nominate hasn't been nominated by anyone else, so for that reason, I'm gonna nominate Erik's ASM Releases.

While the sprites he made during this summer's C3 are cool, the thing that stands out the most (IMO, anyway) is the ceiling triangles. I strongly believe that once they get an update, that the triangles will be put to good use in many hacks (including mine).
You're not the only one to notice the Game Over oddity quickdraw86 (BTW, welcome to the forums); I noticed it too while playing a one player game on SNES9x on my computer, so the oddity isn't unique to the SNES classic.

Pink Gold Peach, you might want to fix that so that getting a Game Over either brings up the Continue/End prompt or goes straight to the title screen, as I too find it strange that continuing gives you 99 lives.
Has there been any consideration for a feature to show who has posted in a topic, as well as the amount of posts they each made in the topic?

This feature exists on another forum I'm a member of, where clicking on a small link next to the topic title brings up a small window showing this information (it's arranged so that the people who made the most posts in the topic are at the top of the list, and in the event of ties, they are arranged alphabetically), anyway, could that possibly happen here too, or would it be too complicated for SMWCentral?
It is hard for me to pick a favorite candy since there are so many I like, but here are some of my favorites.

-Smarties
-just about any kind of chocolate bar, as long as it doesn't contain nuts or peanuts, since I'm allergic to peanuts and most tree nuts; in particular, I like Crunchie, Aero, Caramilk, Mirage, Kit Kat, and Crunch
-Starburst
-Jelly Belly (and other similar gourmet jelly beans, though there are some flavors I'm not a fan of, like *cough* coffee *cough*)
-Jolly Rancher
-gummy candies of various shapes (though I have a hard time tolerating Wine Gums sometimes)
Not really...but, if they use new palettes and use the vanilla GFX in new ways, it can definitely make or break the hack IMO. When I look at 100% vanilla hacks, if they remind me too much of the original game, I generally just don't have the interest to play them.
Hi all,

Lately I've been looking for an old C3 topic that I've been struggling to find; while using Google to search SMWCentral is decent enough as it is, it hasn't been particularly helpful for me in this circumstance.

So because of that, I want to request a better search feature for SMWCentral, that I hope will make searching for things on here, like resources released at C3 that aren't in any of the respective resource sections, much easier. On another forum I frequent, the search feature there allows you to search every single topic or post for specific content, and it also allows you to search any forum or sub-forum (including a group of forums if so desired), as well as searching for posts with the keyword that were posted by a specific person. It also has a limitation, however. When you search for something there, you have to wait 20 seconds before you can make another search (that time limit is per member).

Anyway, if this could be implemented someday, I would be very, very grateful.

Thanks in advance.
You'd be better off changing the tilemap inside the sprite itself. That way, if you look at the value(s) in the tilemap, and compare them to the ExGFX file you got with the sprite, you should be able to change the tilemap so that you can use the chain GFX. Remapping the tilemap of a sprite can be quite helpful in many cases, like this one.
Originally posted by jona255
Request Name: Secret Passages
Description: A patch specifically for the uberasm tool as the picture shows



I'm very sure that's done with layer 2 and the Hidden Tunnel Blocks. If you ask Pink Gold Peach nicely, he might explain to you how he made that setup.

Meanwhile...

Request Name: Screw Block
Type: Block
Tool: GPS
Short Description: A screw based on the ones in New Super Mario Bros. Wii and New Super Mario Bros. U.
Long Description: This block makes Mario spin in place if he tries to spin jump while on top of it. It doesn't affect regular jumps, though (in New Super Mario Bros. Wii and New Super Mario Bros. U, it either makes line guided platforms it's attached to move, or causes some metal blocks to move in a specific direction as long as Mario keeps spinning on the screw).

If someone can make this block, you have a big thanks in advance (I'm hoping to use it in conjunction with a layer 2 command that will require UberASMTool code).
FuSoYa, would you be open to adding some negative numbers to the list of values under Initial Y Position/Offset in the Advanced bypass settings for layer 3, please?

I have this code that allows layer 3 tides to be used in a horizontal level that has vertical scroll enabled; the code prevents the tide from scrolling up/down with the camera, although when I asked Erik to look at it yesterday, he told me that LM3 broke the code.

Now, that code would end up obsolete if negative numbers could somehow be implemented into the setting I mentioned above (for example, setting the Initial Y Position/Offset to -080 in Yoshi's Island 4 would make the tide height the same as it is in the original game), so yeah, if you could make that adjustment, I'd be grateful.

Edit: Allow me to post some screens to show why I wish for this adjustment (the first one shows the height of the tide when the advanced bypass settings for layer 3 are enabled; I have the Initial Y Position/Offset set to 000 here). All 3 screens were taken from Yoshi's Island 4, with vertical scroll enabled (of course, as you can see, I did make some level edits).


You have to set a value in the extension field (in the box for adding a sprite manually, it's the bottom-most one); that value indicates the screen the barrel ejects you out of it.
Originally posted by FuSoYa
Interesting idea, but it's not enough on its own. If you make the offset negative, the layer scroll position will also become negative once you get to the top of the level. The game will consider that as being outside the level bounds. Mario won't mind, out of bounds interaction for him is air. But for sprites it's water, so they'll be swimming up there. One could hack it to be air for sprites too I guess, but I suspect Nintendo had a reason for making it water. Probably to prevent water sprites around the left/right edge of a level from falling off into the void.

Rather than change the out of bounds interaction, I could add tide detection to the layer 3 constant vertical scroll in LM (or maybe add a new separate constant scroll for tides) then have it engage in scroll trickery. It's likely similar to what your old patch does.

Looks like I never set aside a RAM value for the layer 3 Y scroll offset though... might grab $146C for that.


Oh, well I'm looking forward to seeing what change(s) you make to the layer 3 tide options in the next version of LM. I'm crossing my fingers to see what you come up with there.
Overgrown Sausage Area?

o_O considering that I don't even like to eat sausage in general, I think I'll pass on that name for my level and come up with something more appropriate for it. While part of the FG in my level is brown, it's more wooden than sausage.
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