Language…
3 users online: h.carrell, man578, monkey03297 - Guests: 89 - Bots: 88
Users: 70,134 (2,545 active)
Latest user: chillidogs

Posts by Knight of Time

Knight of Time's Profile → Posts

Okay, I've been finding this problem rather unusual, but here goes, anyway.

I've been trying out mikeyk's Dino Rhino custom sprite (the one that breathes fire), but after seeing how it behaves in a level, I noticed that if Mario/Luigi is to the left of one, it will initially move right instead of left.

Point is, in the ASM file, where do I go to change its default direction so that it will go left when Mario/Luigi is to its left?

Thanks in advance, as usual.
Originally posted by Bio
NOT all the X speed value, it should work


No offence Bio, but I can't make heads or tails of what you're trying to say, could you possibly re-phrase yourself please?

Originally posted by Schwa
Question. Does it have the opposite effect too? As in, when you're on its right, does it move left? If not, I think you'd have to add some code... Fortunately I think I know the code to add. But answer my question first.


No, I changed the starting position (temporary) so that the fire breathing Dino Rhino would be to the left, it still moves right.

If you do have the code that I need to add, can you test out the sprite first, just to be sure, please? I'm a bit nervous of messing up the sprite's code in order to reverse the direction if I didn't know exactly where it had to be placed in the ASM file.

Originally posted by Schwa
Okay. You're not gonna believe this, but the right code is already in there. Someone disabled it.

Look at the very beginning of the file, right after dcb "INIT". See those lines of code that have semicolons in front of them? Remove the semicolons (not the actual lines), and it should work.

I don't see how re-enabling this code should screw up the sprite, but if it does, first put the semicolons back where they were, and then tell me what the sprite was doing wrong. But it should work.


It worked perfectly, thanks Schwa.

Could someone close this now, please?

Originally posted by Schwa
Originally posted by Knight of Time
It worked perfectly, thanks Schwa.

Aw shit, I am the MAN! WOOOOOOOOOOOO!!!

Actually I'm very glad you found this out. Now I can fix it in my hack as well!

This only leaves me with one question though. Why was it disabled in the first place? O_o


Hmm, maybe that was just the way mikeyk set it up. 'shrug'

Thanks for the link, Bio. I'll keep it in mind (since I used to have some knowledge on basic programming years ago).


Originally posted by smwedit
Originally posted by Remnic the Hedgehog
Do you think you'll remake it but instead, it spawns a series of platforms like in YI?

I might, but making something that spawns a series of platforms is slightly harder than spawning sprites. I might decide to do it some day, but I'm not sure when. All it would require is for the cloud to fall and the sprite being spawned to generate a series of platforms in a certain position.


I actually think I recall this already being made, there was a pack of Japanese sprites that they let us use (I think), and I think I recall one of the platform spawning winged clouds was among them.

I'll try and make a note to check it later, if I have the time and patience.
Okay, I sure hope this is in the right forum, so without further ado:

A little while ago I started to make the overworld map for my fifth world (an icy area, even with a couple of iced looking pipes thanks to ExGFX), but when I put in some water tiles, I noticed an unwanted effect, which I think has to do with the unique way event tiles are revealed in the Forest of Illusion map, whenever a level is cleared, the water tiles flash a couple of different colours as the event tiles appear, and when the event tiles are done, the water tiles are all the wrong colour. However, this seems to wear off when leaving and re-entering the submap, or clearing a previously beaten level. Anyway, is there a way to keep the water tiles from flashing during an event sequence, or am I better off without them in this world?

Thanks in advance.
Well, I guess the only thing besides giving a screenshot I can say is, the water in this world is animated. Before I even post some screenshots of the problem (they won't be the final screens of the map of my fifth world), does the activating of any event tile when in the rom mess up any animated tile's colours on the map in-game?

If so, my screenshots will be proof later on.
Originally posted by koala_knight
Did you actually place the water tiles manually, or did you just delete all the old tiles that were present? the reason I ask is because the bare background is made up of water tiles that have a seemingly random revolving palette. You'd have to make sure to place 'real' water tiles in manually.


I put the water tiles in manually. Oddly enough, when I looked at the water tiles on the map in LM, they were the right colours (light blue and white), but in the rom, they were light blue and black. This luckily wasn't the case with the waterfall tiles, which were light blue and white both in LM and in the rom, but they also had the same problem of flashing and turning black as the other animated water tiles whenever an event was cleared, so in this case, I figured that I had two choices, either remove the water, or use non-animated water (I went with the latter; because I may have a waterfall as part of my sixth world, that would of course be inaccessible). Only problem now, the non-animated water probably won't look too good on a submap for an ice world when I release my final demo someday.
Well, they were using palette 1, but I just re-inserted the animated water tiles, using a different palette, they didn't mess up whatsoever whenever an event was cleared, still, is it possible to change the colours of animated tiles with ExGFX (so that other tiles using those colours won't be affected), or should I change all the land tiles with ExGFX so that I can safely change the colours of the animated tiles in LM?

Edit: n/m, I was able to fix my problem on my own, I just changed a couple of colours in one of the palettes used only for the Forest of Illusion map, and I got back my light blue/white water and waterfalls in my ice world map, they retain their colours now when an event is triggered.
Okay, I'm not sure if this would be better off dynamic, but could anyone here possibly make the Tick enemy from Kirby's Dream Land 3 please?

To anyone who hasn't played the game (or needs a refresher), their behaviour depends on the player's comparison of flooring with this enemy's flooring. If the player is on a level of flooring below them, or they are on the same level of flooring, the Tick shows a cute face and doesn't move. If the player is above their level of flooring, they drop their cute face and begin to move around, if the player is directly above them, they extend the spike on their head a few blocks into the air (meaning you'd have to be careful jumping over one), which I wish would hurt the player even if they spin-jump on it or jump with Yoshi.
Originally posted by Schwa

(to Knight of Time) That doesn't sound too hard to make, but I have a lot of sprite requests on my shoulders right now... How badly do you need it?


I can wait a few weeks if that's fine with you, Schwa, though it might come in handy in some areas before I release my final demo of five worlds (like possibly my fifth star world level).

Oh, if the Tick enemy was on top of a rotating block or ? block, it shouldn't be killed or damaged if the block it was on was hit, can you possibly do that with it, please?

Originally posted by smwedit
Originally posted by Knight of Time
could anyone here possibly make the Tick enemy from Kirby's Dream Land 3 please?

Originally posted by metalgearhunter
Maybe smwedit might do it, but I'm sure lots of People (hackers might want it) So if you do Schwa, you can make it if it is not too hard.


Ok, I'll try making the tick, since I don't really feel like making any of those custom (not in any real game) requests right now, or whatever was in my custom title for a short period of time. I might make one that isn't dynamic, and I also might make a dynamic version

EDIT: what level number in KDL3 are they in so I can easily find it?


Oh, so I see you want to help with the Tick making too, smwedit?

Well, I don't mind this at all, I think they make their first appearance in 1-2 in KDL3, hope that is helpful enough for you.
Originally posted by 1337_+_35
I request a pirahna plant that kills Mario if he touches its top.

I'd do it myself, but I know nothing about custom sprites. :S


Wouldn't it be easier to use an Instant Kill block in your case?

AFAIK, I'm quite certain no sprite (custom or regular) can instanly kill Mario, even when big, though I could be wrong.

Okay, I'm currently looking for a BG most suitable for an ice cave level (not one that uses more than 2 of the settings for objects and BGs, like the BG from the ice levels in DKC2), other than the Crystal Snail BG I might decide to use in my fifth castle, can anyone possibly rip a good one in this case, like maybe the animated ice cave BG from SMB3? I noticed this BG exists (sort of) in Brutal Mario with some colour changes, but changing the colours in Paint may prove to be a hassle for me after getting each frame.

Thanks in advance.
Originally posted by Schwa
One idea I had was an explosion like the bombs in Sonic 1 Star Light Zone, that light the fuse when you get close and explode into four energy balls that fly out kinda like in a Lava Lotus fashion, only for this the energy balls would be huge (16x16) and they'd harm enemies as well as Mario.


You know Schwa, Sonic CD has a bigger version of Sonic 1's bomb enemies, the Sonic CD version is roughly twice as big, and when they explode, the shrapnel is twice as big as the Sonic 1 bomb's shrapnel (16 x 16 compared to 8 x 8), and they go a bit further, so I just wanted to add that information on incase you or anyone else makes a similar sprite. It's not really a request from me, but it would be surpising to see.

On a side note, can someone possibly make diagonal versions of the turn block bridges that can only go in one diagonal, or in both, please? It may be nice to see, too.
Wow, smwedit, this is incredible!

...and it would be even more incredible if it could work with absolutely any regular or custom sprite, I once attempted to use 2 of the non line-guided platforms that move forever right when you jump on them (unsuccessfully though, w/o this new concept, only one is usable at a time AFAIK) on a level, but here's hope this works out well.

'crosses fingers'
Wow, Schwa, I have to say, you never fail to amaze me here, it seems, any possibility you can make a Punch sprite that punches you straight left or right (so that there could be immenient danger of falling off a cliff, onto spikes, into lava, etc, if placed well enough)?

One more thing, can you possibly make a status condition that makes you does the following:

1. If a certain enemy does its attack, whether it's ranged, or just direct contact, the player should become unable to move unless they mash the buttons like crazy, but this shouldn't hurt them at all.

2. However, being hurt by another enemy should always unfreeze the player.

Any chance that could be done in a sprite, please?
What 2731yugeip said is partially correct, you do need to use the layer 2 rise up command to make scrolling going down, and the layer 2 falls command to make scrolling go up (as strange as it is, that's the truth there). Both require the vertical layer 1 scroling to be set to "No Vertical or Horizontal Scroll" to work right.

To make the screen scroll down, first set the amount of screens to just one (only way this works), then you need to set the starting position on the top screen (I used E for the X coordinate, and 9 for the Y coordinate in one of the rooms in a level of mine). From here, build the floor on layer 1 (if you want to make things a little tougher, you can put in a spiked ceiling), then put everything else on layer 2, such as floor spikes, if you want to make it hard enough. You also have to put a layer 2 floor directly underneath the startkng position in order for this to work. Lastly, put the FG and BG settings (under the Main Entrance menu) to 00 and 60 respectively.

To make the screen scroll up, make the starting position on the screen second from the bottom (it should be C), this time, you need to put the level itself on layer 2. If you want to make the area more of a chase, you can put something hazardous on layer 1 that follows you, such as a bed of spikes or lava. Note, that when using this properly, the screen shakes a bit before it starts to scroll up, but that's okay.

Oh, a couple more things, one, if you plan to use enemies with either kind of scrolling, it's best to use a generator (I made a generator for Eeries in wave motion for one area, and I used the appearing/disappearing Boo Buddies in another), as sprites won't work too well with the layer 2 areas in either, two, for the exit, you need to place it on the same screen you start on, in both cases.

If you need more help with either, I'll be here.

Okay, I once remember Smallhacker making an EXGFX file that was used for a layer 3 rain, just wondering, but how can you make layer 3 snow instead of rain, like in a couple of the SMW Returns hacks? I've been strongly hoping to have it as an addition to my third snow themed level, Bullet Blizzard (basically a level where I plan to use Bullet Bills, Banzai Bills, and Torpedo Teds in strategic places).

Thanks in advance.