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Posts by unklmnky69

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I'm having a devil of a time getting my yellow switch palace to destroy. Here's how it's set up:

1. It's set to appear after event #2 which is triggered by the secret entrance of the level before.

2. Level number - #14

3. Event to activate after passing level - #5

4. Destroy level set to - 00: Event #5

When the secret entrance is found, event 2 unfolds like it should, the path appears and then the switch palace does too. But after the switch palace goes off on the overworld, the destruction doesn't happen, the level disappears, mario stays still, and I can re-enter the switch palace. I have tried it with both the visible and invisible switch palace icons, and I have gotten the destruction to work on a castle using event #4. I am at a loss what else to try.
Solo Hacks In Progress:
Luigi's Big, Green Adventure
Jello's Journey

Collab Hacks In Progress:
K-16 - Story of Steel - Playtester
The Dimensional Rift - Level(s), Title-screen lettering

Sprites:
Creeper Pack - Project Thread

Sprites In Progress:
32 x 64 Creeper Boss
Boom Boom
Yes, I had an iceberg appear in the water, and it appeared both in the event editor in Lunar Magic, and in game.
Solo Hacks In Progress:
Luigi's Big, Green Adventure
Jello's Journey

Collab Hacks In Progress:
K-16 - Story of Steel - Playtester
The Dimensional Rift - Level(s), Title-screen lettering

Sprites:
Creeper Pack - Project Thread

Sprites In Progress:
32 x 64 Creeper Boss
Boom Boom
Originally posted by mario and luigi
did you mean that the destruction will take place during the secret exit? check to see in the #lm{owlevel} button in lunar magic to see what you have under "direction to enable when a secret exit is used" and try and check there. if that doesn't help, check the #lm{owdestlv} button in lunar magic to see destruction settings.

No, event #2 opens the path to the switch after finding the secret exit on the prior level. In the settings for the switch palace, it is set to activate event #5 when the level is passed, and appear on event #2.
Solo Hacks In Progress:
Luigi's Big, Green Adventure
Jello's Journey

Collab Hacks In Progress:
K-16 - Story of Steel - Playtester
The Dimensional Rift - Level(s), Title-screen lettering

Sprites:
Creeper Pack - Project Thread

Sprites In Progress:
32 x 64 Creeper Boss
Boom Boom
Originally posted by mario and luigi
are you perhaps skipping an event, if the prior level uses event #2 and then 3 for the secret exit, wouldn't the switch palace need to be event #4.

I don't think so, I just changed the castle from #4 to #A and it made no difference.
Solo Hacks In Progress:
Luigi's Big, Green Adventure
Jello's Journey

Collab Hacks In Progress:
K-16 - Story of Steel - Playtester
The Dimensional Rift - Level(s), Title-screen lettering

Sprites:
Creeper Pack - Project Thread

Sprites In Progress:
32 x 64 Creeper Boss
Boom Boom
Originally posted by mario and luigi
did you check the destruction settings. where it says "event number to destroy this level tile on" should say event #5.

Yup, that's exactly how it's set.
Solo Hacks In Progress:
Luigi's Big, Green Adventure
Jello's Journey

Collab Hacks In Progress:
K-16 - Story of Steel - Playtester
The Dimensional Rift - Level(s), Title-screen lettering

Sprites:
Creeper Pack - Project Thread

Sprites In Progress:
32 x 64 Creeper Boss
Boom Boom
Ugh, I feel like an idiot, I somehow put a blank tile over it as a layer one event. Not sure how or why I put it there, but once I deleted it, everything is fine. Thanks for pointing me in the right direction m & l.
Solo Hacks In Progress:
Luigi's Big, Green Adventure
Jello's Journey

Collab Hacks In Progress:
K-16 - Story of Steel - Playtester
The Dimensional Rift - Level(s), Title-screen lettering

Sprites:
Creeper Pack - Project Thread

Sprites In Progress:
32 x 64 Creeper Boss
Boom Boom
(restricted)
Hello all, here is the project thread for my first hack, a birthday/Christmas present for my stepson. He and I both love Luigi, his favorite color is Green, his nickname is Buggy, and he will be turning 9 in September. Here is what the hack will contain and progress on each:

1. Custom overwold in the shape of a bug - 100% done
2. Custom title logo - 100% done
3. Custom title level playthrough - 100% done
4. Custom koopa to look like determined turtle (one of his stuffed animals) - 0%
5. Custom palettes for The Luigis - 100% done
5.5 Change Marios sprites to Luigi sprites - 100% done - Thanks to WeegeeBen for suggesting Azurik's Luigi rip. In yy-chr I altered the cape so it doesn't use one of the skin tones and changed the fireball sprite so it doesn't look Luigi is having a seizure.
6. Change overworld border color - 0% done
7. Custom levels - 15% done
8. Custom credits - 0% done
9. Change Mario and Luigi to Luigi and Luigi - 100% done
10. Change "Mario Start" to "Luigi Start"

I'm looking for constructive input/criticisms and assistance with issues as I run into them. Here's what I've run into so far that I could use help with:

1. Top of my first castle jumped across the screen on destruction event. Sort of fixed by using the fortress sprite instead of the castle sprites.
2. Green blocks on overworld event are brown because I changed Luigi's shirt color. I could switch Luigi 1 and Luigi 2's shirt colors, but I'd rather not.
3. Can't move Bowser's sign onto the main overworld map. It's looks good without it, but it'll be better with it.

Here are screenshots:


I have a playable demo with short levels to see all the overworld events and see the Luigi colors in action on one level, but I don't know how posting it works, or if it's even allowed.

Thanks's in advance for all your input.
Solo Hacks In Progress:
Luigi's Big, Green Adventure
Jello's Journey

Collab Hacks In Progress:
K-16 - Story of Steel - Playtester
The Dimensional Rift - Level(s), Title-screen lettering

Sprites:
Creeper Pack - Project Thread

Sprites In Progress:
32 x 64 Creeper Boss
Boom Boom
(restricted)
Originally posted by Xinn
The overworld looks weird as the cliffs are missing those black separating lines. Here's a diagram to explain it better:

The one on the left is what you did. The one on the right is how it should look.

Well, that was an artisitic choice since I'm going for smooth and rounded for the most part. It just looked better and more bug-like without them. When I do a more standard overworld, I will certainly use the lines more.
Originally posted by WeegeeBen
This hack is poised to be a good one if the issues mentioned as of now are all addressed, but there's one more thing that bugs me. As of now, this looks more like Green Mario's Big Green Adventure than Luigi's Big Green Adventure. I'm well aware that this is how the original SMW did it, but since this hack focuses on Luigi, I think it'd be best if you found some custom Luigi graphics to use. Here are a few I found:

These are pretty good ones for a SMW-styled Luigi.

This is another pretty good one with several things redrawn.

Whether or not you decide to use any of these is up to you, but it seems like for this hack it'd be for the best. Just trying to offer my help here. Good luck!

Thanks a bunch, I'll have to tweak the cape again, and I may try and change the fire throw sprites, but that is awesome, and looks MUCH more like Luigi is the one going a stomping.....^_^

Originally posted by Purple Rex
The overworld looks pretty nice, I guess (except for the lack of black lines, as mentioned before).

I can't say much about the hack otherwise, as the level shown here looks like the original level 105. I guess the levels are still in progress, heh.

Yeah, I just played with the background colors and cleared out the enemies so I could test the palette recolors and all.
Solo Hacks In Progress:
Luigi's Big, Green Adventure
Jello's Journey

Collab Hacks In Progress:
K-16 - Story of Steel - Playtester
The Dimensional Rift - Level(s), Title-screen lettering

Sprites:
Creeper Pack - Project Thread

Sprites In Progress:
32 x 64 Creeper Boss
Boom Boom
Does anyone know which tiles in GFX28 are used by the game and which can be overwritten? I'd like to get a few more available tiles for the logo on the title screen.
Solo Hacks In Progress:
Luigi's Big, Green Adventure
Jello's Journey

Collab Hacks In Progress:
K-16 - Story of Steel - Playtester
The Dimensional Rift - Level(s), Title-screen lettering

Sprites:
Creeper Pack - Project Thread

Sprites In Progress:
32 x 64 Creeper Boss
Boom Boom
Can anyone point me in the direction of good tutorials on creating custom enemies. NOT inserting other people's downloaded sprites, but creating said sprites. I want an character that acts like buzzy beetle with the following changes:

1. Doesn't EVER hurt Mario/Luigi, walking, bouncing, waking up, etc...
2. Spin jumping on it acts like like spike top instead of buzzy beetle
3. Nothing kills it, sliding, shells, stars, etc....
4. (Optional) Follows Mario/Luigi around like a helper, jumping and all

This would not be an enemy, but rather a helper that either follows the player around, or just appears whenever to assist Mario/Luigi.

If anyone can help in any way, I would really appreciate it.
Solo Hacks In Progress:
Luigi's Big, Green Adventure
Jello's Journey

Collab Hacks In Progress:
K-16 - Story of Steel - Playtester
The Dimensional Rift - Level(s), Title-screen lettering

Sprites:
Creeper Pack - Project Thread

Sprites In Progress:
32 x 64 Creeper Boss
Boom Boom
Ok, so I have followed Nesquil Bunny's sprite-programming tutorial, which has gotten me part of the way where I need to be, but now I need help changing things. I will post them one at a time below:

1. ###SOLVED### In the code as is, spin jump kills, but I want it to simply bounce Mario up as if off of a spiny spike top. But I want a normal jump to not hurt Mario. The code I have is:

LDA $140D ; IF spin-jumping ..
BNE SpinJump ; Go to spin jump.

SpinJump:
LDA #$04 ;\
STA $14C8,x ;/ spin-jump up.
RTS

I'm guessing that I either need to load a different value or store it somewhere else, or both, please help. Changed #$04 (spin jumped) to #$08 (normal).
Solo Hacks In Progress:
Luigi's Big, Green Adventure
Jello's Journey

Collab Hacks In Progress:
K-16 - Story of Steel - Playtester
The Dimensional Rift - Level(s), Title-screen lettering

Sprites:
Creeper Pack - Project Thread

Sprites In Progress:
32 x 64 Creeper Boss
Boom Boom
Originally posted by MarioE
To bounce Mario up, you need to use JSL $01AA33. To show the spin jump "hit" graphics, you need to use JSL $01AB99. Then, you need to play the sound. So something like this would work:

Code
	LDA #$02
	STA $1DF9
	
	JSL $01AA33
	JSL $01AB99
	RTS


I don't want the sprite to die, I want it to survive like a spike top. i misspoke in my initial post.
Solo Hacks In Progress:
Luigi's Big, Green Adventure
Jello's Journey

Collab Hacks In Progress:
K-16 - Story of Steel - Playtester
The Dimensional Rift - Level(s), Title-screen lettering

Sprites:
Creeper Pack - Project Thread

Sprites In Progress:
32 x 64 Creeper Boss
Boom Boom
I'm trying to create a helper for Mario/Luigi for the ROM hack I'm making for my stepson's birthday. I have come to realize that I will in no way be able to figure it all out by his birthday, so for now, I'm going with plan B, which is have him in as only an NPC. However, I think that what is in my head IS absolutely possible, and would be quite nice to make and share with the SMW-ROM-hacking community. If there is anyone who would like to write the code and/or mentor me in my quest to achieve my dream, I would love the help. I do understand that sprite requests are frowned on, so if this thread needs to be removed, I understand. But I'm hoping my concept will inspire the powers that be to allow it to stand. Here's what I envision:

A 16x16 sprite that follows Mario around, keeping up with him, and never hurting him. It would behave like a buzzy beetle in most aspects, except that spin jumping on him would be more like spike top, launching Mario and not harming the sprite. Mario would be able to walk through him, stomp him to get a shell-sprite, pick him up and throw/kick him like a normal shell. The sprite would be invincible except for falling off screen when thrown up and would come back to life after being stomped/bounced so as to follow Mario again. When bouncing as a shell, it would stop short at drop offs and when bouncing at Mario then resuming it's standing/walking state. Ideally, it would be able jump over obstacles in order to follow Mario, but if that's not possible, we could just allow Mario to carry him or leave him behind for later, like a Yoshi.

I hope that this description is clear, and that my idea inspires help and pity. Any help would be welcome, and I thank the SMW-ROM-hacking community in advance for any help received.

Thanks bunches,
Uncle Monkey
Solo Hacks In Progress:
Luigi's Big, Green Adventure
Jello's Journey

Collab Hacks In Progress:
K-16 - Story of Steel - Playtester
The Dimensional Rift - Level(s), Title-screen lettering

Sprites:
Creeper Pack - Project Thread

Sprites In Progress:
32 x 64 Creeper Boss
Boom Boom
After a 6-month hiatus, project is back underway. Here are screenshots of the latest completed levels:



Solo Hacks In Progress:
Luigi's Big, Green Adventure
Jello's Journey

Collab Hacks In Progress:
K-16 - Story of Steel - Playtester
The Dimensional Rift - Level(s), Title-screen lettering

Sprites:
Creeper Pack - Project Thread

Sprites In Progress:
32 x 64 Creeper Boss
Boom Boom
Originally posted by Everest
Not bad work here though some elements are a bit concerning to me. First of all, I would suggest darkening the background of the switch palace. The palettes of some areas could be improved and the castle screenshots do not have the best palettes at certain places (midway point and such - I wonder why you've changed them since you seem to have used vanilla graphics for the most part). The "Luigi" on the status bar could be green as a suggestion but it is not a big problem. The design doesn't seem to be bad though I would be careful of what blocks you use in them as they may not act in the best way unless you changed their properties.


Yes, I this hack is mostly vanilla, but the palette in the first castle is meant to make it look grubby and filthy, covered in moss/mold/dirt/fungus etc....

The status bar "Luigi" is a great suggestion, thanks.

I have changed weird block properties to act right.

Originally posted by mario and luigi
this hack looks pretty decent so far!

however, not everything looks pleasant to me. the status bar "luigi" is mis-colored on the castle screenshot. don't change palettes 0 and 1 because they're used by the status bar.

also, the castle foreground looks a bit off. learn how to use gradients so you can easily create custom palettes! first, on the first color, choose a dark color, and on the end, use a lighter similar color, and then press and hold: right-click on mouse and alt. on the keyboard. this also includes the foreground of the boss and fight. also, fix the green lava; you can at least give it better saturation and gradient.

most of the level design seems ok, and contains a decent amount of enemies/sprites, but it looks a bit bland. i don't see any question blocks, or power-ups in any of these screens. add some, and add some more decoration to make your level look much better.

also, this is nitpicky, but if you've edited the foreground palette, why not edit everything, including back area color, and the background palette.

however, this doesn't look too bad. i wish you luck with it!


Excellent catch on the castle status bar, it was the quick way to adjust the Thwimp wall patch colors, and I did not realize that would happen. I will fix it.

Good call on the background stuff in the castle as well. This is my first hack, and I'm learning as I go.

There are some decorations and powerups, just not in the screenshots....lol
Solo Hacks In Progress:
Luigi's Big, Green Adventure
Jello's Journey

Collab Hacks In Progress:
K-16 - Story of Steel - Playtester
The Dimensional Rift - Level(s), Title-screen lettering

Sprites:
Creeper Pack - Project Thread

Sprites In Progress:
32 x 64 Creeper Boss
Boom Boom
(restricted)
Hello, I am currently altering the AB Rex disassembly sprite to turn it into a creeper (from minecraft). So far I have:

1. Changed it so that spin/yoshi jumping only squishes it.
2. Custom sprite
3. Fixed X offset for head
4. Changed the palette to D so that it's green by default - no palette editing needed
5. Copied code from Pokey disassembly to make it follow Mario instead of walking by

The only thing remaining to make it perfect would be to make it act like a stomped on bobomb after one stomp. Meaning flash for a time and then explode. If you stomp it again before it explodes, it would just disappear like normal.

If there is anyone that could help me with this, please let me know. You would of course be credited.
Solo Hacks In Progress:
Luigi's Big, Green Adventure
Jello's Journey

Collab Hacks In Progress:
K-16 - Story of Steel - Playtester
The Dimensional Rift - Level(s), Title-screen lettering

Sprites:
Creeper Pack - Project Thread

Sprites In Progress:
32 x 64 Creeper Boss
Boom Boom
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