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Posts by NGB
NGB's Profile - Posts by NGB
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all my other codes (also color gradients) use RTL as well and they work.
also i tried it and with RTS, the level immediately crashes
I don't know if there is a reason :D I read somewhere that i should change all RTS to RTL, so i did it.

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How it look in the first two screens:


How it looks after going up:

(And yes, that pipe thingy is Mario)

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this could be the solution, my level starts in screen 1B and the error occurs in screen 19
Strange...is there an explanation why this screens are buggy, I'm curious.


I just tried changing the level that way and it didn't mess up, thanks anonimzwx

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I want to change the color of the overworld border, so I also have to change the color of the background behind the Mario/Luigi sprite.
Unfortunaly this thing uses Luigis face color, so I can't change it without making Luigi look like shit.
Is there any way to solve this problem without giving up the ability to play this hack with two people?


(Just a pic to show, which part must be recolored)

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Go to Modify Main and Midway Entrance and set the FG setting for the Main entrance to C0 and disable scrolling in the Header settings

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The only thing that comes to my mind (besides making a mistake in the map16 page) is the BG setting of this level as already mentioned by MercuryPenny.
I suggest you just try all 4 different BG possiblities, one has to work

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I will look into HDMA 4.2 after finishing this (very short) hack, thanks for pointing that out, I'm having a hard time working with the most recent resources.
This is mainly caused that there is no place, where the newest bugfree things are shown (at least I haven't found one)
I'm working with Lunar Magic 2.20, also what the heck is the VRAM Patch o.O
This stuff is so confusing

The GFX clashing didn't appear before I used HDMA on this level, because of that I thought it is an ASM problem.
Maybe it still has something to do with it, but nevermind.

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thanks, didn't come to my mind.
Are there any colors in the overworld palette A and B I mustn't use, cause they are used by anything else?
I never had made my own overworld palette before, so I don't really know.

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A great offer!
Could you make a Userbar for bin.smwcentral.net/u/23778/Awesome%2BMario%2BWorld.ips ?
Really like the Userbars you already did.
(The Hack is WIP, so don't expect everything to be perfect.)
Just choose out of the finished stuff, I think you will find something to work with)

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Looks great! Thank you!

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This is amazing, quite impressive.
I'm speechless about how useful this is.
Thanks for making this tool :)

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Hi, I'm currently working on a vulcano level, so I used the Effect Tool to create a red FG Gradient.
Then I put this gradient into my level using levelasm.
When I test the level, the gradient works fine, but sometimes (for no apparent reason) the FG flickers in red (starting right above the end of the FG gradient) Problem is I cannot post a screenshot, because it's impossible to get one, cause I don't really know, when it will happen :D
If you need some more information, just ask, but I don't really know what else to add (I'm using Lunar Magic 2.20)
The Code:
Sorry if it is a quite obvious problem, but I'm not an ASM pro ;)

Code
{InitCodeLabel}:
RTL

{MainCodeLabel}:
;level101:
LDA #$17		;\ Everything
STA $212C		; | is on main screen
LDA #$00		; | Nothing
STA $212D		; | is on sub screen
LDA #$27		; | Affect layer 1,2,3
STA $40			;/ and back enable

REP #$20		;\
LDA #$3200		; | Use Mode 0 on register 2132
STA $4330		; | 4330 = Mode, 4331 = Register
LDA #.ColorData		; | Address of HDMA table
STA $4332		; | 4332 = Low-Byte of table, 4333 = High-Byte of table
LDY.b #.ColorData>>16	; | Address of HDMA table, get bank byte
STY $4334		; | 4334 = Bank-Byte of table
SEP #$20		;/

LDA #$08		;\
TSB $0D9F		; |Enable HDMA on Channel 3
RTL			;/  Return


.ColorData
	db $80, $00
	db $22, $00
	db $02, $21
	db $02, $22
	db $02, $23
	db $02, $24
	db $02, $25
	db $02, $26
	db $02, $27
	db $02, $28
	db $02, $29
	db $02, $2A
	db $02, $2B
	db $02, $2C
	db $02, $2D
	db $02, $2E
	db $02, $2F
	db $02, $30
	db $02, $31
	db $02, $32
	db $02, $33
	db $02, $34
	db $02, $35
	db $02, $36
	db $02, $37
	db $02, $38
	db $02, $39
	db $02, $3A
	db $02, $3B
	db $02, $3C
	db $02, $3D
	db $02, $3E
	db $02, $3F
	db $00


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Tried it. Didn't change the outcome.
But thanks for the suggestion

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Also didn't work :(
But I managed to get a screenshot this time
this is how it looks in zsnes (snes9x too)


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I changed the numbers you told me and now it seems to work =)
While testing i didn't encounter the red flash of doom again.
what exactly did this change of the numbers?

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thanks very much guys
(Also JackTheSpades: You did a great job with this tool, it is helpfull in so many ways (even with this small problem ;)))

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I'm currently creating a level that features waterfalls from the ceiling.
But I run into a problem, when I try to change the priority of the waterfall tile to ON.

For example here




I never had an animated tile with priority on, so here is my question:
Is it overall impossible or is a stupid mistake?
Levelheader is 00
Thanks for any tip.

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Stupid Me... thx to both of you never happend before :D
Note to myself: Never close Map16 without saving

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(restricted)
You have to show the same tile more than one frame. This creates the illusion of an slower animation.
For Example:
Your Animation before: B00 B02 B04
Your Animation after: B00 B00 B02 B02 B04 B04
An alternative would be to create new tiles to fill "gaps" in the movement.
This will make the animation smoother and take longer.
You also could change the rate of the generation of Bullets to make it fit to the animation

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NGB's Profile - Posts by NGB