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Posts by Knight of Time

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Okay, I checked a recent backup of my hack to see if I could find the problem...but I didn't find it in the backup, so it makes me think maybe the problem did show up when I inserted the Dragon Coin sprite using Romi's version of Sprite Tool, because that was the first sprite I inserted using his version of the program.


And I thought you had to set the layer 2 vertical scroll to none (which is what I did for the second half of my fifth castle, it's got the layer 2 smash 2 command, but instead of using the giant spiked logs, I used the blue thorns from Yoshi's Island in a cluster (2 blocks long by several blocks tall).

Anyway, when you're using one of the layer 2 smash commands, just remember that this effect will only happen on certain screens, and the further you go along, the faster they'll move.

Screens 01 and 02 (00 is the first screen as you know): the spikes move slowly, with plenty of time to dodge while they rise.

Screen 05: the spikes come down a little sooner after they rise.

Screens 07 and 08: the spikes begin to move a bit faster, at this point, proper timing becomes more important.

Screens 0B and 0C: the spikes move up and down quickly, you need to time your movements really well here.
To get the layer 2 rise up command to work properly on a vertical level, you need to do the following:

-make sure the layer 1 setting is set to No Vertical or Horizontal Scroll (I've found this also works with No Vertical Scroll only, but if you want to make a narrower downward path, the former is better with no scroll in any direction whatsoever)

-start at the very top screen, and set the number of screens used to just 1

-place the starting position close to the middle of the screen (this is especially good if there isn't any vertical or horizontal scroll)

-place the main floor on layer 1, the obstacles on layer 2, and a small floor below the starting point, also on layer 2. This will trigger the downward auto-scroll.

Hope that helps you out.
Hmm, I just thought of something that makes me really curious.

Would it be possible to create a BG for a layer 2 level (e.g. a horizontal level with one of the layer 2 scroll commands), that is similar to any of the BGs from the game (or any BG originally made up or taken from another game)? I think I recall some NSMB levels having "layer 2" and a BG...


Hi,

You all know how in the game, whenever you have an item in reserve, you keep it if you end up dying in a level by any of the methods besides being hit as Small Mario/Luigi (such as getting crushed, falling into a pit or lava, and running out of time)?

Well, I was just wondering, but, how do you make it so that dying by any of the methods causes you to lose your reserve item (I'm not looking for a patch that makes you unable to keep reserve items between levels, this one's different)?

As silly as this sounds, it's been tempting to ask, just to give a hack a little more of a challenge.
No way, I can't stand the smell of cigarette smoke, and besides that, I can't stand it very much when someone comes into a building after smoking (e.g. such as a college student smoking on one of his or her breaks before going back in), because the smell of the third-hand smoke can stick to their clothes and hair.
Hi,

Ever since I moved the first world in my hack to the main OV map instead of a sub-map, there's been an issue that has gotten me baffled, how do you move the message for Yoshi's debut (the one you get when you find him for the first time in the Yoshi's Island sub-map by default) to the main OV map?

Thanks in advance.

Edit: I found some information in the RAM map about when Yoshi is found for the first time at $7E:0EF8, will this help out here?
Originally posted by BD132
I am pretty sure you can have layer 1 show message for certain levels with ASM. I have no idea how to do it without ASM though.


I am aware of that, but I don't think I'd want to do it. Besides, on a level on the Yoshi's Island sub-map in my hack, I have a Yoshi there which is helpful there for something, but it would feel a little silly having a message there...unless I used that world for something top-secret.

Hi,

I'm having a strange and annoying problem with using dolphins in a bonus room in my hack.

Whenever I place one, and get to the spot in the bonus area where they appear, the moment they get to their highest point after they make a jump, they make a "double-jump" that makes them start jumping from the higher spot in mid-air (this problem is most annoying with the dolphins that jump straight up, as it messes up their graphics a little when this problem hits).

The level I have this bonus room in has a few dolphins in it, but those ones all work correctly without this glitch happening, anyway, how do I fix it without removing the dolphins from the bonus area?

Incase anyone's wondering, another thing I have in this level (but not in the bonus area, however) is the sprite that enables tides to be used in a level with vertical scroll (I just hope it has nothing to do with my problem).

Thanks in advance.
What do you mean "if the water is moving"? You have me confused there.

And no, I only have two dolphins placed in the bonus room, no other sprites (although I may use a blue P-switch for fun, somehow).

I am using one of the sprite buoyancy options, but it doesn't seem to have anything to do with my problem.
Originally posted by andy_k_250
I had this trouble once. Just trying putting them at different heights until it turns out right. They like to screen-wrap.


Hmm, I was afraid of that.

Something else, are the dolphins more likely to screen-wrap if the bonus room is only one screen?
Hi, could someone make a "blackout" block, please?

What this block does, when touched in a level, it makes the background and foreground go completely dark in a level for the first 8 frames, then changes the level back to normal on the last 8 frames, and it repeats itself until an exit is taken, or if the player dies in the level.

In a nutshell, it's similar to the blackout effect in Blackout Basement in Donkey Kong Country.

Thanks in advance.
Hello, can anyone here please tell me how to beat the first fortress in Bowser's world in Luigi's Adventure 3? Being as it's a big maze, the repeating areas are getting me baffled...
Hi, could someone possibly tell me how to make a tweak of the Donut Lift block/sprite so that when the block is stood on for too long, the sprite part takes the player left, right, or up, rather than down?

Arrow blocks, basically, since the Donut Lift technically counts as an Arrow Block Down.
Alright, I'm certain a few of you guys have played the SMAS + SMW version of SMW (where Luigi has different graphics), well, I have a dilemma. I've been trying to figure out how to get the SMAS + SMW equivalent of two SMW addresses, 2468, and 2473, could someone possibly tell me the SMAS + SMW equivalents please? I'd appreciate it a lot.

Anyway, thanks in advance.
Alright, thanks Mattrizzle, I got the two addresses right.

Um, just wondering if you know the SMAS + SMW addresses for how much time you have to complete a level, and the address that makes Super/Fiery/Caped Mario keep his current form when he takes a hit?

Again, thanks in advance.
Hi, not sure if I got the right forum for this, but there's been this problem with sloped ceilings that's been plaguing me for years.

If you hit a sloped ceiling after bouncing off an enemy, you sometimes hit it so hard, that you end up getting killed in the level, especially if you made the ceiling from Map16 tiles (I don't know if it affects ceiling slopes that aren't from the Map16; I just don't use them for this reason).

My question is, in theory, could an asm patch be made to prevent this problem from happening, so that the sloped ceilings would be safer?

Thanks in advance.
Originally posted by Anikiti
Answer.
(japanese text)


Originally posted by Knight of Time
Hello, can anyone here please tell me how to beat the first fortress in Bowser's world in Luigi's Adventure 3? Being as it's a big maze, the repeating areas are getting me baffled...



Thanks Anikiti, I got it now...wow, quite an interesting boss battle there.
Hi,

I've been using the firebar custom sprite twice in my hack, although, both times, I used it with different GFX (replacing the fireballs with flashing sparks in the castle and fortress in my fourth world, and spiked balls in my fifth castle), anyway, in the case of the latter (the rotating "spikebar"), I want to make the individual segments of the sprite have only one animation frame while it is rotating, instead of four (where it seems to turn 90 degrees each frame, is that right?), so...where in the ASM file do I find and remove the frames of the individual sprite?

Whew, complication city...anyway, thanks in advance.
No, I'm not using the Ball & Chain sprite, simply because it can be spin-jumped on, I wanted a tougher spinning hazard, which is why I decided to tweak the graphics of the firebar sprite (it hurts you if you touch it anywhere, even with a spin jump).

But anyway, I 'may' have found what I need to do...am I right that I have to go to the Properties area under the graphics routine, and change it from $00, 00, $C0, $C0, to $00, $00, $00, $00? I just want to be sure I'm doing it right before I attempt it.