Some notes on your overworld so far. I know that this is my first post, but that does not mean I lack knowledge in these things:
1:If you are going to remake the first overworld of SMB3, at least try to get the level tiles used in the game. You only need to sacrifice 13 8x8 tiles at most if you stay below 20 levels a world (clearly more than enough).
2: Please use the tiles the way they were meant to be used. Use the grass tiles for the main ground, not the tile meant for the roads. There are correct tiles for the tops of those hills. And please use the correct palette for the moat around the castle.
3: Show the paths. Please. I do not want to have no idea what paths open up after I complete a level.
Schwa: That boss reminds me of the first boss of Wario Land 3, yet it is done in a completely different way. Nice job, although I think the hive should turn red only when it needs to be hit once, not twice.
Andy_k_250: Please choose gray. Brown seems too out of place, and I can easily distinguish between the blocks and the tower. Also, no Middle Ages tower uses one color of stone for the walls and another for the exterior walkways.
^ Mushroom Valley - I liked Rose Valley more. You don't have to actually put flowers in it, just like Chocolate Island wasn't actually made of chocolate.
^ Toadstool Flats - Make a name that suits the hilly background you made for the area. I can't think of anything right now, though.
^ Emerald Coast - That was used by Sonic, as pointed out by nearly all the other comments. Keep it.
^ Atlas Woods - To me, Atlas sounds like a name a rocky area would use, not a forest area.
^ Magmarock Cavern - Keep the name, but I would have chosen Freezeflame Cave. Magmarock seems like it is just a lava area, not the temperature-swapping area that it actually is.
* Pine Foothills Pinehills, perhaps?
^ Rattlethorn Basin - This needs to have a different name. I can't think of one right now, though.
* Desert Country - Desert of Foreboding would be such a better name than the generic Desert Country (which is one step away from the even worse 'Desert Land').
* Titan Pass - I like this. Nice name for the path to a big, mountaintop world
^ Lakitu Peak - Due to the fact the next level is in space, change the name to Roof of the World.
^ Apocallo City - No change needed. Make the OW as epic as you can, though.
Citrus: Apart from the color of the mushrooms platforms and the SMB blocks, I like that level. Lower the time limit, though - it's too short for 400 seconds.
It might be good to point out that those question blocks in the forest section become yellow YI '!' blocks in the 'getting hit' animation.
No, I don't need help putting them into blocktool or into my hack - I've done that already. What I need help on is:
1 - The Donut Blocks: When I step on them (but not long enough to make them fall down), they don't return to the normal block (instead going to the tile at 534). Does anyone have a way of fixing that?
2 - The Quicksand: Less of a game problem, how do I get the quicksand tiles to go in front of the sprites? It looks odd when you can see the sprites in front of the quicksand.
3 - The Goombas: How do I fix the 'Goomba Squashed' GFX?
Thanks in advance.
I've found that having graphics from the same game (or series) on the same Map16 page(s) helps a massive amount. I keep Kirby tiles on page 3 and SMAS SMB3 tiles on page 4, for instance.
I just planned out my overworld on paper beforehand, but I'm making it as I go along in my hack. All I have so far is one-half of the first world (the second half of which you go back to after hitting the blue switch [which is in World 2]). I have the themes of the world planned out, but the actual level positioning will be made up as I go along. Confusing? Yes. Easy to change ideas whenever I want to? Yes.
Don't worry Schwa - you don't need to activate a switch palace to beat the hack - it just makes it far easier to get to the castle level path. And the Blue Switch will either be after Castle # 2 or after an exit of a level in World 2, and will be visible on the world map. And you can progress through the worlds in a very nonlinear manner. It's very odd, but I'm planning to make it so World 2 is meant to be beaten first.
Is it possible to change the level that a imported level gets sent to? I accidentally loaded over one of my levels (thankfully it was only a entrance to the main part of the level, and not the entire level), and I want to avoid that happening again.
Just go to 'Layer 2 Event Editor, press Page Up to go the next event and delete the changes. Then press Page Down and make your events.
The dark green path tiles can be uncovered by using Layer 2 Events. Just press 'layer 2 Event Tile Selector', scroll down to the paths area, and place the paths in the order you want them to appear.
Hope this helps.
1: Can't you change a ROM address (02DAE6, according to the Wiki) to 80 to disable the pipe-and-warp related woes in Level 24?
2: The reason the pipes in Donut Secret 1's balloon room change color is because the colors the pipes use changes from screen to screen (use F3 to see individual screens, I think). To get around that, just use Map16 tiles that look like pipe tiles, but aren't actually pipe tiles (they act like the pipe tiles or act like the cement blocks).
See the picture. The item box is holding a mushroom, but it seems the tile being used for the item box item is wrong (seeming to be part of a block). I've installed the screen-scrolling pipes (and the two patches with it to make them work), but I cannot remember if I installed any other patches.
Also, this problem is occurring on levels with normal sprite graphics as well.
Could someone help?
If you use the installer right, it should say what bank it installs the screenscrolling pipes into. Also, you still need to do that hexediting thing to make the pipes work.
Because I have another Screen-scrolling pipe-related problem, I'll put it here:
Whenever I use the pipes, I manage to lose the ability to interact with sprites, and go behind the red-bordered chainlink fences. I'm using the normal-sized green pipes on the left. Could someone help?
Thanks. It's fixed now.
EDIT: What versions of the screen-scrolling pipes aren't buggy? The one I'm using now doesn't let me interact with sprites after going inside one, and it puts me behind the climbable fences.