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Posts by Knight of Time

Knight of Time's Profile → Posts

/\ has been doing very well despite the pandemic.

\/ thinks the Green Bay Packers help people move to a new house instead of playing football in the NFL.
You have some writer's block in regards to what you want to write in your bio here.
Hi, I have a question regarding a sprite I want to use in conjunction with the custom powerups, namely the SMB3 Goomba Family. Can someone please tell me how I could get this sprite and the powerups to work together without causing a crash or messing up properties of some of the custom powerups?

Allow me to explain the two scenarios I mentioned above; if the powerups are successfully inserted, and the sprite above is inserted, the rom crashes due to a hijack clash between CustomDefaulIinteraction.asm (which is included with the sprite above and required for it to function) and custom_interaction_engine.asm (the one in the hijacks folder), which both use $01A832.

On the other hand, if I tweak powerup.asm and remove "incsrc powerups_files/hijacks/custom_collision_engine.asm" from the list of hijacks before inserting the powerups, the rom doesn't crash when I insert the sprite above, but it screws up properties of some of the custom powerups (for example, it makes the Tanooki statue not invincible, thus making it possible for Tanooki Mario to take damage even as a statue).

So yeah, if someone can look into this and help me find a solution to use the custom powerups and the sprite above that has neither of these possible outcomes, I'd greatly appreciate it.
I just wanted to pop in to say congratulations on 20 years of working on Lunar Magic, FuSoYa. That is such an awesome accomplishment, and hope you'll be able to keep making Lunar Magic more and more awesome with each new update!
/\ knows plenty about the Tri-State area.

\/ was dared to sit on cactus furniture (a Zonk from Let's Make a Deal) for $1000, and didn't get the money
/\ somehow the name seems familiar, but no, I've not seen it.
< watched the Canadian version of Astro Boy in the late 80's
\/ has watched any episodes of the Canadian version of Astro Boy (if anyone here is familiar with it, there are only a handful of episodes of this version on YouTube, as the tapes of the Canadian version were destroyed after it aired on TV)?
Okay, since my previous request got buried, I'll drop it for the time being.

I realized that Sonikku's Goomba Family sprite isn't compatible with lx5's custom powerups, so I'm crossing my fingers that if someone fulfills this request, that it will be 100% compatible with the custom powerups, so without further ado:

Name: Classic Goomba/Para-Goomba Bomber
Type: Sprite
Description: A version of Blind Devil's Classic Goomba/Bouncing Para-Goomba that when the extra bit is set, makes the sprite a Para-Goomba Bomber instead of a Bouncing Para-Goomba (the Para-Goomba Bomber should still revert to a classic Goomba when stomped)
References: Sonikku's Goomba Family sprite and Blind Devil's Classic Goomba/Bouncing Para-Goomba sprite (the Micro Goomba is an extended sprite included with Sonikku's version of the Goomba sprite; even if it still requires the controller hamper patch, that is totally fine).
/\ is pretty good at making comical insults.

\/ slipped on a banana peel at a zoo and blamed it on a monkey that ate the banana and threw the peel near their feet
In less than 6 months, I'm gonna be 38 years old, so I already have experience of feeling old. Of course, I'm hoping in later years that age will just be a number.
You have a bottomless stomach much like Shaggy and Scooby-Doo.
/\ yes, sometimes.
< wonders if roadrunners will ever be able to learn to read someday
\/ has watched the Road Runner cartoon Fast and Furry-ous (where Road Runner's response to Wile E. Coyote setting up a school crossing sign is holding up another sign that says "Road Runners can't read")?
/\ no, I haven't.
< has played some Sonic hacks though
\/ has the courage to play An Ordinary Sonic 1 Rom Hack (even though it's incomplete)?
FuSoYa, just wondering if it would be possible to make the two layer 2 commands for vertical levels in the original game (layer 2 sideways short, and layer 2 sideways long) work for tall horizontal levels, as long as they are 2 screens wide, like with the original game's vertical levels? I wanted to ask this because lx5's custom powerups don't work very well with the original vertical level settings (for one thing, the question blocks that produce a custom powerup fail to spawn their item, and if you have an item in reserve, pressing Select causes the item to disappear from the reserve, becoming uncollectable as a result).

Anyway, if you can provide some input here or even a solution that works while using the custom powerups, it would be appreciated, thanks.
/\ Well, I only use the letter V if it's part of a sentence here, so I don't really use it as a Down arrow.
< is wishing the Down Arrow and H keys on my computer were functioning like normal again
\/ has ever had any keyboard keys malfunction on their computer before?
(restricted)
Hey guys,

As some of you may know, I've been slowly working on a new hack with something that seems to be quite uncommon in SMW hacks these days, namely...

Custom powerups.

Anyway, as I wanted to make a thread about the discussion about these custom powerups, I figured I better ask a few questions for my fellow hackers, especially those who share my liking of custom powerups, so without further ado...

1. What is your favorite custom powerup, and why?
2. How many hacks have you played that have at least one custom powerup? Of those hacks, which one do you enjoy the most?
3. If you were (or already are) designing a hack with custom powerups, how many of the powerups would you see yourself using?

Here are my answers.

1. My favorite custom powerup is without a doubt, the Ice Flower, because of one particular favorite trick of mine; using an ice block as a step to enter a horizontal (scrolling) pipe that would otherwise have no solid ground to enter it from.
2. I've played 2 hacks with custom powerups; Super Mario World: The Secret of the 7 Golden Statues, and New Super Mario World: The Twelve Magic Orbs. While both of those hacks are quite good IMO, I like the latter just a little bit better, mainly because of its higher variety of custom powerups. The custom powerups in the other hack are good too, and even though they're not lx5's custom powerups, it's no big deal to me.
3. Well, as I mentioned above, I am working on a hack with custom powerups, and as such, I can see myself pretty much using all of lx5's available custom powerups. I'll probably introduce a few of them for the first time in each of the first 7 worlds of my hack.

Oh, one more thing I'll add; if anyone has any ideas for levels revolving around the use of any of the custom powerups, feel free to post those ideas here. I already have a few ideas for level designs using at least one of the custom powerups, though I am open to new ideas.
Originally posted by FuSoYa
Yes, it's possible. Just hit F2 and place the sprite at the very top of a subscreen. #ab{;)}

Guess I should update that sprite's info. No one really had much reason to bother using it in a horizontal level before LM3.


Ah, I am so relieved that those two commands can be used in a tall horizontal level, thank you for letting me know FuSoYa!

There is one thing I did notice about using either of these two commands on a tall horizontal level though, for some reason there is occasional layer 3 garbage that appears on the screen that moves at the same rate as the layer 2 scroll sideways command in use, as shown in the screenshot below. You think you can fix this, FuSoYa? I don't recall this garbage happening on the old kind of vertical levels using one of those two commands.

Here's the screenshot:


/\ um, no?
< has never smoked either, and never will for that matter
\/ has had a flame grilled burger before (like what Burger King does with their burgers)?
Originally posted by FuSoYa
That scroll sprite is apparently doing something that it really shouldn't have been doing in the first place. But yes, I can fix it. The fix will be added to the next version of LM.


Awesome, I look forward to seeing that fix. Thank you. :)

Edit: And here I am with another suggestion...would you consider making a small tweak to the change layer 3 settings options, please? I noticed that if you make a tide act like one of the map16 tiles from 0x200 to 0x20A, it affects not only the surface of the tide, but also every row of tide tiles underneath the surface. Could you possibly tweak this so that it's split into two settings (one for the surface only, and one for the rows of tiles underneath the surface), please? That would be awesome to see, especially since I'm very tempted to use the custom block that lets Mini Mario run on water as one of the acts like settings for tides.
Originally posted by FuSoYa
Pretty sure I'm with Thomas on that, as I can't think of too many cases for it.


I just thought of one. I'm thinking of making a level in my fourth world (forest) that's gonna have a tide that rises and falls, and I want it to act like water to sprites, but poisonous water to Mario. My reasoning for this is, I want the surface to be a custom block that acts like water, but only to sprites (on that note, I tested both kinds of lava with Mini Mario and found he can swim in the top tile of castle lava, basically allowing him to jump in and out of castle lava if he's quick enough; this doesn't work with cave lava however. So for one thing, to ensure Mini Mario has to avoid both kinds of lava, I'm going to use that custom block for the castle lava surface so that he cannot swim in it), while using another custom block for the rows under the surface that acts like water to sprites, but instantly kills Mario.

So yeah, this would probably be the only use I can think of for the suggestion I made.