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Posts by Knight of Time

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Okay, I'm not that sure that this belongs in this forum or the Basic SMW hacking forum, but here goes anyway.

I just started to make a vertical level with a bunch of tiles that have layer priority enabled (I use this for the snow levels in my hack, this one happens to have snow in it), but when I began to test the level, I noticed that the player and sprites still aren't partially hidden by the ground tiles, in other words, it seems like enabling layer priority on a vertical level can't be done.

If I'm wrong, and there is possibly an address I can change in a hex editor to fix this problem, could someone let me know, please?

Thanks in advance as always.
Hmm, well, I just played a vertical snowy area in one of Anikiti's hacks, I guess he wasn't able to have layer priority enabled there, either.

Maybe one of the moderators here may have more insight on this one. 'shrugs'
Originally posted by Romi
If you meant the normal vertical level (level mode 0A), change 1 byte [30] at 0x286C1 to [20].

The table for Sprite layer priority starts from 0x286B7. You can modify it for other level mode as well.


Hey, thanks for the tip, Romi, I really appreciate it.

One question, will this affect other vertical areas I made in my hack that I kept layer priority disabled on, or will they not be affected once I change the byte you gave me?
Okay, there was this block request I made a while ago, but before I even think about it, I have to ask something first.

With the fact that you can only request one block or sprite at a time now, is it no longer possible to request a custom block that works in conjunction with another custom block, or a custom sprite?

The reason I wanted to ask is, there are 4 separate sets of On/Off switches (and switchable blocks corresponding to each) in Brutal Mario (especially around the switch palaces), and I'm just wondering if that would be too big of a request, whether or not it can be done (it's not on my request list right now anyway).
Okay, I got this 'partially' working, in the level I'm currently working on, Hopping Flames and Koopa Paratroopas can go behind the objects I have layer priority enabled on, but Amazin' Flyin Hammer Brothers and their platforms cannot, for some reason (these are the only sprites I've used in the level so far in the line of enemies), is there another address I can change to make the latter two sprites go behind objects that have layer priority enabled?
Hmm, I used an Amazin' Flyin' Hammer Brother in one area of a previous level, and a bunch of Banzai Bills in another area of the same level, and yeah, I did happen to notice they both ignore the layer priority.

In the case of the Amazin' Flyin' Hammer Brother, it's a bit annoying, but it's perfectly okay with the Banzai Bills, I mean, if they were partially hidden by the object tiles that have layer priority enabled, they wouldn't look as good IMO.

I'm just wondering if anyone has a list of what other sprites are unaffected by layer priority, and if there is a way that through hex editing, any of those enemies could be changed to be able to go behind layer priority enabled objects?
Hi, before anyone tries to criticize me for using mikeyk's version of the SMB3 style pipes, they were my choice, not just because they allow Yoshi to enter.

Anyway, I've been finding these pipes won't work on a vertical level, so my question is, is there an address I can change to make them usable in a vertical level? I don't want to change the kind of pipes I'm using, either, just so the secret exit of a level with these pipes in which you need Yoshi to reach the key and keyhole won't get screwed up.

Thanks in advance.
Originally posted by fyarball
Im not sure, but I think this is what you have been looking for.

on mikeyk's web site it says:

Originally posted by mikeyk on his web site's SMB3 Pipes Page

Setting up the pipes:

...

2. I've included another patch with this release, spvertical.ips by FuSoYa. This enables sprites to interact with custom blocks in vertical levels. There should be no issues applying this one to your ROM.

...


He means that on his latest version of his pipes there is another patch that allows sprites to interact with custom blocks on vertical levels.

Which therefore means that patch should help you, or you might have screwed up installing the pipes, or my post was a complete and utter waste of time.

Hope this helps you, fellow canuck (yes I'm canadian, eh)

EDIT: I added mikeyk's pipes to my hack, works great on vertical levels.


Huh, you got mikeyk's pipes working on a vertical level?

I have tried using that patch, but for some reason, I've had no success in using those pipes in a vertical area. I once used them in a vertical bonus area, but they didn't work there, so I went with an alternate idea in the area.

And BTW, yes, I do have the pipes set up right, I have them in some levels just to show them off (mainly for some puzzles).
Originally posted by fyarball
Yes. I got the pipes working flawlessly in a vertical level.

Try (re)reading the entire pipes web page (readme). Mabye you'll find the answer... I can't help you anymore:(...


No, it's okay, I got them working now in a vertical level.

Maybe I didn't have that patch applied when I first tried using them in a vertical level (much earlier in my hack), I was certain I did, but whatever, at least that's over, thanks.

Hi,

I'm seriously doubtful this is possible, but is there a way (through changing a hex address, perhaps) to make the sea of fire a Sumo Brother's lightning bolt creates able to go up or down a slope in both directions, not just left and right on a flat surface?

I've not used them too often in my hack so far, but, the temptation to use them in my final snow level has made me curious to if their use can somehow be improved this way.

Thanks in advance.
Okay, I'm looking for a Venus Firetrap that can spit fireballs in an arc, but unlike the one I saw (which shoots a few upward and a bit in the direction they're facing the player from) in another hack, I'd like one that shoots multiple fireballs, but in a shower edition, kinda like the shower edition of the Panser custom sprite, could someone possibly make this sprite, please? I'm just hoping it won't be too hard.

Thanks in advance.
Okay, I'm not sure if this is in the right area, but I'm having a major problem with my Sonic CD game for PC.

I have played it on Windows XP (my OS) for a while now, with the patch that allows you to play it on XP, but wnenever I play the game, I suddenly find myself unable to save.

Whenever I go into the game and clear the third act of a zone, just before I get into the next zone, I get this "crash" that forces me to press a button to get to the next zone, but, if I close out of the game and open it again, my saved data is erased. I'm certain this has to do with the file called "Kernel32.dll" because I got this message earlier regarding it:

"The procedure entry point SMapLS_IP_EBP_12 could not be located in the dynamic link library KERNEL32.dll."

When I first noticed this message, I thought the file was gone, but I was able to find it in the system32 folder, but, this problem has me beyond baffled.

How can I fix this problem so I can save my progress in Sonic CD again?

Thanks in advance, as always.
Originally posted by Carlos182
I want to request a block that acts like the Donkey Kong Country ropes. The Ice Ropes. Do you know what I mean?
Those ropes that are to "slippery", in other words, that forces you to go down, so the only way to pass through is jumping and jumping over it.

Thanks.


You can do this easily with the Movement Block Down Slow block in Block Tool (it's block 28), just set it to act like a vine, and you'll have your block.

Hi, could anyone make a block which adds a specified amount of time to the timer (e.g. 5 seconds, 10 seconds, 20 seconds are just some examples) when hit from below, then changes into the next block in the Map16, please?

Thanks in advance.
Hi,

I recently thought about the ability to use some classic emulators on the GameCube system (e.g. Snes9x and Gens Plus! come to mind), so just wondering, but is there a Nintendo 64 emulator that can be used on the GameCube through a burnable mini DVD, like maybe Project64 (my favourite N64 emulator)? I'd likely use those anyway for the GameCube if I was able to burn to one.

Anyway, thanks in advance.

Hi,

I recently downloaded the final version (4.0) of Tweaker's Sonic 1 Hack, Sonic 1 Megamix for Sega CD, but when playing the game in Gens Plus (yes, I have the US bio needed), I run into problems.

For starters, one of the biggest ones is, sometimes when I play the game, it crashes, which I find is pretty common when entering a Special Stage ring at the end of a level. To add to that, loading a previous state doesn't help either, because the crash happens there too.

Anyway, if I can ask, is there a better emulator I can run the game in, where these problems won't occur?

Thanks in advance.
Hmm, I was able to run it in Fusion too, but I noticed some differences between Gens Plus and Fusion when I played the game.

The biggest one was the save states, they work in Gens Plus (but buggy a bit, hence the crashes I mentioned) but the save state files never appear, and I noticed save states don't work for the Sega CD in Fusion.

Since Gens Plus is my preferred Sega CD emulator, is there a way to have the save states successfully saved to the computer?
Hi,

I'm not sure how many of you guys noticed this strange problem, but if you use rope mechanisms in a level, and you hit a solid obstacle from the left or right side while riding one, you stay in mid-air, and can move in any direction until you land on solid ground.

Anyway, how do you fix this problem so that you fall off the rope mechanism if you hit something from either side?

Thanks in advance.




Originally posted by Alcaro
By not adding any obstacles in the way for the player. I don't think that's fixable.
P.S. Yes, you'll stop climbing if you land on the ground, but you can then press UP to begin climbing again.


Oh yeah, nearly forgot about the second part there.

But as I recall, jumping while you're on solid ground (after "climbing") makes you stop "climbing", right?

I'm just crossing my fingers there's an address that can be tweaked to stop this unusual behaviour from happening, otherwise, at least I tried. 'shrug'

Originally posted by Alcaro
I think that once activated, it'll take at least activating a screen exit to take it away. Or climbing a rope again. Vines or climbing nets doesn't fix it.
Propably simply changing a ram address does. *Searches the Custom Sprites section for a rope disassemble*
Edit: Nothing... Let's see what Tweaker says it's ASM pointer are... It is... D719... And the bank is... the same as 195A4 is in, which is... 03. 03:D719 is PC... 0x1D919. Good thing I can understand the machine code... when there isn't too many JSR's, which there is. *Letting someone else search around 0x1D919*
Edit3: "Don't Interact with Mario" is on. I think that the weird code isn't at 0x1D919, but instead somewhere else. But the only thing I know about that, is that 7E:0074 is 1F when Mario's climbing on ropes / climbing using this weird glitch, and else it's 00. I didn't test vines or nets. *Letting someone else trace 7E:0074*
...Wow, long post... *Wonders how many will read all that*


A rope mechanism disassembly?

Hmm, I might request one of those in the request topic later, but there's one thing about them that baffles me a lot, the top part (the blue "handle") and the rope part itself use different palettes, am I right? The thing that has me nervous about this is, I'm hoping to make the rope part of the rope mechanisms look silverish for the three electricity levels in my hack, without changing the palette of the top part. In Tweaker, I technically could change the palette of the rope part, but I have the bad feeling that would affect the whole sprite.