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Posts by Knight of Time

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Alright, I changed those values I mentioned earlier today and...I got a firebar which still rotates 360 degrees, but the individual segments don't animate at all, so I made that one into a "spike bar".

Thankfully, it was the only thing I had to tweak there, not to mention that it affected all the segments.
Hi all,

Well, it's been quite a while, but I have some brand new screens of my hack, Super Mario World: Mario & Luigi's Double Trouble. Most of which are from my fourth and fifth worlds, but I also have a few from my first 3 worlds, which I did some revisions in (there are now five levels in the first world, which are completely different than before, the auto-scroll stage in my second world is no longer auto-scroll, and is completely different as well, and the levels in my third world have some new ExGFX in the BGs and FGs). Basically I've made like FPI, and given my existing areas there an overhaul, much like he did with The Second Reality Project: Reloaded.

Here's the new screens:



























Beyond the new screens, I promise the third demo is coming soon (I'll post it here when it's ready), and there's some new features in the hack, here's a few of them:

-the hack is now 2 players only, and Luigi has his GFX from SMAS SMW.

-Yoshi can no longer be carried over from level to level.

-the hack is pretty much free of slowdown issues that plagued the second demo (before BTSD came out).

-more custom blocks and custom sprites.

-most of my levels now have unique names (e.g. Koopwood Forest 1 became Wiggler Woods).

-when Mario or Luigi are Fiery, they cannot shoot fireballs while they spin-jump.

-I've given my OVs from the first 3 worlds a facelift, world 1 is now on the main OV map, and most of world 2 is now part of the Forest of Illusion submap.

-the bonus game has a new BG, as I got bored of the old one.

-the switch palaces now have a new BG as well, and the FG for the most part of all of them matches the switch palaces.

Anyway, if anyone wants to see more screens, I have some more, I worked myself hard to make my hack better than it was in the first two demos, correcting things, and overall making it feel like a changed experience, so that's what you guys will hopefully see once I release the final demo, as I have some big plans for the rest of this hack once it's fully complete.

Edit: Forgot a screen, it's there now.
I hope to finish the hack this year if I get the chance.

With the SS, I have a couple of notes for some of them:

In the one with the tide, I put in the coin arrow for a reason, there's a trick you can do only in this stage, it's basically jumping on the dolphin, and jumping as it's falling down, you guys will see what I mean in the demo.

In the SS where Mario is holding a springboard and about to fall back onto the skull raft, you have to wait for that Koopa Paratroopa to be in the right spot before you go through the pipe there.

In the SS with electricity in it, unlike Anikiti's, I didn't make my electricity hazard always ly (it just hurts if you touch it in any way, but...if you get caught directly in the middle of it while it's going on and off, especially when it's vertical, it can kill Mario/Luigi instantly. I think it's similar to getting crushed)

In the SS with the Bumpty enemy, the ice water from YI hurts if you touch it, and the vines there are slippery (you can hang onto them, but you have to hold up to stay in place or climb with repeated jumps).

In the first SS of the ice castle, I used an ice block snake which I made my own path for, as long as you keep up with it, this area is certainly passable. It just emphasizes being quick and cautious.

In the second SS of the ice castle, that ice block floor you guys see actually is part of an eating block challenge, as it slowly gets rid of that floor there while you move forward. If anyone is wondering why I have that castle type BG, it's a layer 2 area.

Anyway, yeah, I definitely am making sure to have some unique or rarely seen concepts in my hack.
Meh, my hack may be difficult in some places, but I wouldn't think it would be as hard as a Kaizo hack, I already know the difficulties of those kind of levels, the timing I have for the most part isn't as tough, sometimes you have to wait and/or time a jump to get the right result.

Oh, guys, I just realized it may be a little longer than I thought before I get the demo out, once I fix one of the custom blocks I have in there, I'll be pretty much ready to release the demo. I just have to consult something with smkdan first.
Hi there,

In my transition from using Block Tool to Block Tool Super Deluxe, I was able to get most of my custom blocks working in my hack again...except for a select few, namely the SMB3 Elevator Blocks (I am sure they're included with Sprite Tool, since they are half custom block/half custom sprite).

With these 8 blocks, I've been having problems with four of them, but just to distinguish the ones that are working from the ones that aren't:

Left Side of Right Elevator: works.
Right Side of Right Elevator: no effect.
Left Side of Left Elevator: causes a crash when touched from above.
Right Side of Left Elevator: no effect.
Both Sides of Up Elevator: both work.
Left Side of Directional Elevator: sometimes crashes when touched from above, sometimes has no effect.
Right Side of Directional Elevator: works

Anyway, since I firmly believe the problems with the four blocks in need of fixing is in the bin files, would it be okay if I submit the entire thing to the File Bin (zipped of course), just so that they can be looked at before determining how to fix them? I'm tempted to use them again in my hack, but I can't until they're all working right.

Thanks in advance.

Edit: Well, I submitted a zip file containing the elevator blocks, for anyone that wants to see it, it's here. Note, they only work with Block Tool and not Block Tool Super Deluxe, I'm hoping it will eventually be the other way around.
Hi, I was wondering if someone here please could make a block that changes to a specific tile in the map16 (in this case, 7FE) when it's hit with a fireball?

It's basically the Flower Block from BT, but since I'm not using BT anymore, the version of the block for BTSD unfortunately crashes on me, and I figured having it in an asm format instead of a bin format should be easier, right?

Thanks in advance as usual.
Heh, well, some of my level inspiration came from two great people on this board who I rarely see on here these days, Anikiti and FPI, I mean, when I play a hack by either one of them, some of their level concepts give me ideas to try making my own version of.

Anyway, I have a couple more screens for now, due to a group of custom blocks I used in BT not working 100% with BTSD, I completely changed one of my levels, namely the second star world level (which of course as you guys will notice, is among the challenging levels in that world, kinda like the Lost World in DKC2 and DKC3)



/\ Better wait for this platform to start moving up before you jump...



/\ In this spot, you need to wait until the higher platform is almost as far left as it can be, then you have to fall down past it to land on the lower platform.



/\ Though I wish I was able to make these two vertical platforms move up and down at the same time (so that there wouldn't be a height difference), you have to take it easy here, and not rush.



/\ Better wait for these two platforms to be almost overlapping before you fall to the lower one.



/\ If you end up here, you're getting close to the finish, that higher platform there moves down initially, so when you can jump to it, you have to be quick. Having a cape helps.

Well, I think it's safe to say that my third demo will be released pretty soon, that is, once I make a few more minor adjustments.



Don't worry, I don't allow anyone to fly through a level with a cape, mainly by having obstacles that encourage the player not to fly too far if they were able to. They do help a bit for some jumps, but I do have places where it's better to be Fiery Mario/Luigi. But one thing's for sure, come my sixth world, I'm going to have some levels where flying is disabled.

Oh, about the spikes in this level, they're not instant-kill like in Yoshi's Island, they just do damage.

About Anikiti, he's the author of such as the Luigi's Adventure , and the Mario World X SER .
It's great to see that SMWC's running smoothly again, one thing's for sure, I remember back on the old server the past few weeks some topics didn't fully load when I tried to go to them in Firefox (mainly topics with more than one page, belonging to one of the SMW-related forums), so I guess that problem is solved now, am I right?
Hello,

Any of you guys aware of the patch that prevents Mario or Luigi from fireballs when they spin-jump while in their Fiery form? Anyway, I'm wondering if someone could make a patch for a similar concept, please, namely one that prevents a fireball from being shot out when they kick a sprite (e.g. a shell), sometimes, they ally hit the sprite with a fireball, which can be a bad thing if you're using the classic fireball patch, and the sprite in question is not fire-proof), if anyone can make a patch for this effect (or at least tell me what I'd have to put into a text program such as Notepad), I'd appreciate it.

Thanks in advance.



Okay, I looked into that, you're right Maxx, a fireball after kicking a sprite seems to happen each time I have the button representing Y held down, and I press it down again immediately after releasing the button. I guess there is nothing I can do there, but that's okay.
Hello,

I had recently experimented with the Chrismas Koopa ExGFX (that were originally made by FuSoYa, but ripped and put on here for download by Manuz, the OW ), but I found that one of the tiles that the Santa hats uses (283) clashes with any block that can contain one or multiple coins, as that sprite appears next to the 10 point sprite each time you get a coin from an item box, anyway, can anyone tell me where this address is, that shows what sprite appears next to that 10 point sprite each time a coin comes out of a block? I'd really like to change it, so that I can have it re-pointed to a blank spot in the same page of the 8 x 8 editor.

Anyway, thanks in advance.
Hello,

I recently began to have an annoying problem with my hack due to a block I recently put in, namely the Press Down to Fall Through block, anyway, whenever I put one of the different versions of the block (I remember Ersanio had one version, S.N.N. had another version, and Sonikku had the last known version), it seems that no matter which one I insert with BTSD, it makes certain sprites invisible at the most inconvenient times, I found Ersanio's version was the easiest to get working, but after changing the below and sides offsets from 0 to -1, the problem had a re-occurance each time I got rid of and subsequently re-inserted the block.

So, how can I get through this situation? I wish I knew which one is the least buggiest, so could someone give me some input, please?

Thanks in advance.
Hmm, strange, I think it's only Ersanio's version where the above, below, and side offsets have to be each set to 0, I could be wrong, since S.N.N's version is usually set to having only the above offset set to 0 and everything else to -1 (if the bin file is used), and Sonikku's version is just an asm file.

Beyond that, I don't think I have too many sprites on-screen, early in the level I'm working on, I have a power-up block, a Chain Chomp, and a few green jumping Paratroopas, and it's uaually the Paratroopas getting invisible.

I have the No More Sprite Tile Limits patch in my hack, but I'm just hoping it isn't clashing.
I'm starting to think it's a problem with the block's coding. No matter, I just wish that this problem could be looked into in order to find a possible fix, as I am starting to believe the block isn't 100% compatible with something I'm using...
I'm using BTSD, if that helps. I don't use the original Block Tool anymore, except when looking up information about certain custom blocks that came with it.

As for the No More Sprite Tile Limits patch, I'm kinda doubtful it has anything to do with the problem. I know that blocks can occasionally mess up a hack if they're inserted incorrectly, so it makes me wonder if this block in question is a little buggy? I'm curious to ask because it seems to affect other levels, not just the one I wanted it to be in.


Meh, analyzing a problem can be annoying for sure...luckily I have backups of my hack (e.g. for when I insert new custom sprites, or use Xkas to get in a new asm patch), but at this rate, I may have to go with not using this block at all, as it had to be either this one, or a special Mario-only block that would have been so useful...
Eh, this rankset is pretty cool, I was wondering when this one would finally come out.

I think I once recall a rankset for Zelda 3, was there one of those here at one point?

Edit: Shoot, I can't seem to get this one to work, every time I try to change my rankset from SMW to YI and have the changes saved, they revert back shortly afterward, what's up with that?
Hi,

I just recently got dynamic sprites working in my hack (I'm not saying which ones I put in right now, but I will say that one of them is the YI P-Switch), but, I found I'm having an annoying problem with one of them.

In this vertical snow level I made, I decided to use a YI P-Switch for a little puzzle in the second half, but I noticed that when it comes into view, regardless of whether it was pressed or not, it causes a mess-up in the GFX of the Sumo Brother, causing some of their frames to glitch, and also causing their sea of flames to have tiles taken from the switch itself.

How can I fix this problem? It's making me nervous I may have to revert to a regular blue P-Switch.