Views: 859,191,313
16 users online:  1UPdudes, CaraDeMamon, Counterfeit, DKR_02, Galeth,  JamesD28, Jest, JupiHornet, PJHacker, Runic_Rain, S3TH0s,  Sinc-X, singlepat, SiulLunar, Sonikku,  tjb0607 - Guests: 572 - Bots: 81 Users: 47,488 (2,214 active)
Latest: A1DEN
Tip: Read all of the tips by looking here.Not logged in.
Posts by zacmario
zacmario's Profile - Posts by zacmario
Pages: « 1 2 3 4 583 84 »
The 8 bit nes mario by tornado..

Ill investigate the tag.thanks man you been great for all my music questions.
It does help. It works now. Iam not sure what I was doing to make it ask for it. But now it works. I notice its a bit glitch after 16 bit music in same level, ie flag music after level music. Problem no way around that though :(
Hehe sorry, you helped me with what I needed. I was just bummed that the 8 bit music broke if used in the same level as other custom music. Strangely it works with the stock.
Ill check into that, thanks man
Unfortunately there are no samples that came with it or anyway to tell where it goes.

If it helps it use .bnk file
I still am unable to make these work I've read many tutorials but still struggling cany anyone help?
Or does any know of a hack that uses them so I may look at how it works?
Ok I wondered I could do that.
Can the destination of a exanimated block only be one 8x8 tile? Is though no way to make a destination 16x16 tiles?
The destination tile is what iam talking about. I had chosen the 16x16 type,yet only a 8x8 is animated is the final product. Not sure what iam doing wrong
Originally posted by JackTheSpades
Are you sure you entered the animation values right? To be honest no, I used 8x tile map with first frame 680' then 682 alternately I Also tried 680,690 can ex show blank tiles as the the exam file only holds one 8x tile rest are blank.
Are you sure the ExGFX (in case on is used) if formated right? As far as I know I can see it in the tile editor
Are you sure you didn't set a destination that is already used by an animation? Yes :(
Are you sure you selected 16x16 :P ;) yes

Thanks ghb for diagram too. Still a little unsure whats going on. Ill keep plugging at it
I was reluctant to switch to GPS as it isn't sa1 compatible, but decided I probley won't need sa1 for what iam doing now anyways . So I tried it, and I must say I do like it and isn't quite as tedious.
However I went to insert some of my fab smb2 blocks but they were rejected as they have no db42 header. Ah one care for explaining how to put one in, or is it a little more complicated then it seems?
If the db header is to much for someone like me, could In theory insert all my gps blocks, then after use btsd for the smb2 blocks, and as long as I don't use GPS again they can co exist?
Thanks for taking the time to explain, I read somewhere GPS was not compatible with sa1, and glad to hear its not. The explanation was very helpful though my asm knowledge is very little, but for now ill probley point the jmps to before a rtl.
Thanks for clearing this up.
Iam aware of the main theme, how ever iam looking for the athletic and maybe any others that aren't listed in music section such as the dessert and beach themes.
I got the scale part gfx 5 taken care of. but when it raises and lowers what used to be the mushroom stem leaves garbage. Iam using it not in its native setting and iam not sure where the tile is so I can just make it blank. Does any know?

Basically I am trying to use these to make a smb 1 style scale platform,
Moves almost all non standard sprites, such as shooters, generators, cluster, extended, minor extended, bounce, score and smoke to SA-1 CPU.

I'd like to leave these to normal cpu As it causes trouble with the ground pound patch and dk status bar
Is that possible?
i see alot of custo spcs here. but no txt files. how can these be utilized for smw ?
Thanks so much, I hunted forever for that tile
Yes iwasi aware of these things and converted some successfully.

My knowledge of asm is minute, however I feel there some addresses in these two patchs that don't follow the standard conversions
I'd like a block that shows one graphic, but when touched all the blocks of that type become transparent when there not touched go back to orignal. Doesn't even need to be fancy. Is there any willing to put a piece of code up if its not much trouble?
Pages: « 1 2 3 4 583 84 »
zacmario's Profile - Posts by zacmario

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Follow Us On

  • YouTube
  • Twitch
  • Twitter


  • Super Mario Bros. X Community
  • Mario Fan Games Galaxy