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Posts by Knight of Time

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Hi,

A few weeks ago, I downloaded Romi's Blooper custom sprite from his website, and finally got it uploaded into my hack just recently, however, I'm finding I'm having some problems with it.

For starters, the sprite is totally harmless to the player, and at times, when the sprite is swimming around, sometimes their behaviour causes them to "jerk" around (I think it may have been moving in one direction for about a split second, then changing direction, or something).

Anyway, how do I go onto fixing this sprite?

Thanks in advance.
Sort of, I used Xkas months ago to patch the two requisite asm files to my hack, but I used an older routine for his custom sprites, instead of using his new one with his version of Sprite Tool, I used the old one (where the exclamation points aren't used), along with mikeyk's Sprite Tool (I know it's outdated), so basically, I used the old routine.

Edit: n/m, I got it, since I was using it underwater while it was stompable, I made it unstompable, and that did the trick, so I guess this can be closed now.

'thinks both Romi's version of the Blooper enemy and the version in the custom sprites section were both meant for land levels'
Hi,

I recall in SMB3, if you are Raccoon or Tanooki Mario/Luigi, when you're swimming underwater, using the tail attack isn't possible, so, I was wondering, how can you achieve making the player unable to use cape spins while swimming? I was hoping there would be an address that could be changed to do the trick, that is, while not disabling cape spins totally.

Anyway, thanks in advance.
Do you have Lunar IPS?

If not, you can find it in the tools section, here's the URL:

http://www.smwcentral.net/download.php?id=39&type=tools

Hope this helps you.
Hi,

I've been noticing on YouTube a bunch of videos showing off all the e-Reader levels in Super Mario Advance 4: Super Mario Bros. 3, and I was wondering, can they be played on an emulator, such as Visual Boy Advance?

It makes me curious how that guy was able to get those videos up of the e-Reader levels, that's all.

Anyway, thanks in advance.
Thanks guys, luckily, I was able to find a save file containing most, if not all of the e-Reader levels.

But, I guess this means you cannot play the Japanese levels on VBA, am I right or wrong? I think I do recall some e-Reader cards for SMA4 that were only found in Japan.
Just wondering, but could someone here please make the platform from SMB3 that slowly moves to the left (non-line guided), where the X position or extra bit determines whether or not it falls if the player jumps on it?

I recall the falling version being used in 1-4, and the non-falling version being used in 6-2, so are they technically the same sprite despite this difference (again, depending on its X position)?

Edit: Added the extra bit mention here, just incase.
If you're using Yoshi in your hack, there is a glitch you can utilize with a P-Switch, if you activate one while riding him, then QUICKLY have him eat the remains before they disappear, he can spit it back out, good as new, and essentially recycling the P-Switch so that you can do the trick over and over. It can be hard at first, but with good timing, you should be able to get it easily.

There's another thing you can do though as an alternative, if you're really wanting to make a level revolving around the use of more than one P-Switch, you can make a path of coins as the floor over a pit, and you can activate the switch to make them turn into blocks that allow you to cross them as long as the switch is active. That way, if you mess up, instead of getting stuck, you'd just fall off the screen and lose a life.
Hi,

I just got on here recently, trying to PM someone for help on an important manner, but when I went to that person's page, it didn't scroll to the very bottom where the option of sending a PM is, anyone know what gives here with this unusual problem?

Thanks in advance.

Edit: This problem doesn't seem to affect most people I try to PM, but there is at least one I cannot reach right now...

Edit2: Odd, the problem went away...sorry I asked anyway, guess it was some sort of minor "glitch" that only affected me.
Hi,

I recently discovered a way to insert a tide into a castle level (by making sure the FG/BG index isn't Castle 1 or 2, a tide will appear, but it helps to use ExGFX to make the castle FG), but I noticed that it seems impossible fo me to have both it and the castle intro sequence (where the player actually enters the castle), anyone know of a way I can get a tide to show up under the Castle 1/2 setting in the FG/BG index, or can I only have one or the other (aka a castle intro and no tide, or a tide and no castle intro)?

Thanks in advance.
Umm, are $009F8C and $05900C addresses you're reffering to in the rom itself (when opened in a hex editor)?

I just went to those two addresses and made the changes, but nothing happened.

Edit: Wait, if XKas is needed, does that mean that changing these values at the addresses won't work?

Edit2: Nevermind, I got the tide and castle intro situation working, thanks!
Meh, I hate to repeat myself, but I got it with Xkas, anyway, I guess this can be closed now, problem solved.

Edit: Roy, just a suggestion, but maybe this should go into the Patches section, what do you think?
I probably won't use the layer 3 crushers anyway, but thanks for the info there, Smallhacker, yeah, I wish there was a way to use ExGFX with layer 3 in a way.
Hi,

There's been an overworld issue that has been a pain to try and get off my back lately, but, is there a way through ASM that allows you to have separate colours for the Vanilla Dome and Valley of Bowser submaps?

I'm using the Vanilla Dome submap for my acid/electricity world, but when I get to working on the Valley of Bowser submap a fair bit later in my hack, I wish I wouldn't have to use ExGFX in order to get lava in the Valley of Bowser submap (e.g. by making the water part of the various 8x8 tiles use a different colour that is set in YY-CHR), while keeping the acid in the Vanilla Dome submap.

Would a patch or a value tweak (in a hex editor) work here? I'm really anxious.

Thanks in advance.
Originally posted by Skwaa
My guess? (Just a guess.) No, it wouldn't work by just a simple hex edit. Reason: Seperate palettes don't even exist in the original SMW, so the issue becomes space. You'd have to hack the routine that points to the Table full of Overworld Palettes to use, and make it point to a custom Table you yourself define elsewhere, most likely at free space.

But the new problem: Lunar Magic's Overworld Palette Editor would now be useless. To change the loaded Palettes now would involve changing the Xkas patch you wrote, specifically the Table full of overworld palette colors.

However! This also means that, if you have enough balls to write something more elaborate and gutsy, you could do some amazing things with the new Overworld palette-loading system, such as make it change color over time throughout the game, or change color if you've beaten all the levels on that Sub-Map, or more! Note though that coding things like that might involve hacking a larger portion of the original routine, as well as a lot of your own custom code that goes beyond a simple 16-bit Table.

Again, just a guess. ^_^


Meh, thanks for the info Skwaa (and nice to see you back on here, BTW), but I think a patch would be my best option.

Can anyone make me a patch that will make these two submaps not share the block of colours going all the way from Palette 4, Colour 1, to Palette 7, Colour F?

Again, thanks in advance, if anyone here can make this patch.
Okay, I'm looking for an asm patch at the moment, can someone make me a patch that makes the Vanilla Dome and Valley of Bowser submaps no longer share the range of colours in palettes 4 through 7?
The only problem I find with using mikeyk's version of the SMB3 pipes is, just remember that as long as the player is travelling in one, the time (as well as the time for both kinds of P-Switches) will freeze until you're out, I wish that mikeyk had done this tweak, but he's so hard to reach these days anyway, so trying to reach him isn't really worth the effort.

But on a side note, I do use mikeyk's pipes, but be careful with using them with BTSD, I had to make some adjustments in a couple of the offsets of a couple of the pipe tiles in order to get them to work right.
Hi,

I recently noticed a few sprites I put into some of my levels (regular sprites, not custom sprites) crash my hack whenever they create an extra sprite, namely the Lakitu, pipe-dwelling Lakitu, and Puntin' Chuck, in which this problem seems to have come out of nowhere.

Anyway, does anyone know how to fix this, with or without the palenemy patch (I assume that's the one that allows you to modify what sprite those sprites above generate, depending on the colour in the bottom right corner, aka palette F, colour F)?

Thanks in advance.
Originally posted by Thundahack
Not sorry if it applies to this, but does the extra sprites plus the regular ones go past the sprite limit of 84?


Um, I don't think I understand you there enough...is 84 the limit to the amount of custom sprites that can be used in a hack?

I'm thinking this problem may have surfaced when I inserted Romi's Dragon Coin sprite in...but of course, I could be wrong.

No, that's not the problem, thankfully. But it still offers little clues to why my hack crashes whenever a Lakitu of either kind throws a Spiny egg, or when a Puntin' Chuck kicks a football.

Isn't a rom only considered to be "dirty" if it has a bad checksum as noticed in the emulator?