I converted some sprites to sa1 using converter,sprite list is 2A to 30.
When i insert rom becomes corrupt also ice tried other sprites same problem, any ideas?
The rom is verified clean by clean rom tool, and smwcentral s rom checker webpage
The rom is 513kb (u)(!)
The sprites are 16x32 hammer bros. seems I have used these before with sa1.
Also I replaced sprites from orignal zip file and converted again.
I feel like if the capes normal flying was disabled, and you didn't have to run to spin jump/fly, and the capes spin box or what ever was off, a basic start to the nsmb propellor suit would be there. However I don't know how to do this, is there anyone who can help?
i wanted to experiment and see what i could make with only one tile set, i had over half the levels complete but decided to start over, please check out the ips in my files please leave thoughts and comments!
(i have adjusted level one, use the castle door to exit.
remember these levels were exported from my old hack so levels after 105 may have wierd stuff going on)
sorry about the strecth.
I seen the ice powerup in the sprite folder, and also aware I can mix it with hammer boomarang generator. I'd like the sprite hit to turn into a ice throw block, which I think I can atleast figure that out, however how I can make balls bounce like fireballs, I looked for a fireball disassembly but no luck
I agree koopa tear I did spam a lot of sprites, finally caught on to tile remapping so was testing I had fun with that, and yah I realized I had removed the goal as I think put a one up at the top of the flag pole and you have to enter the castle door to exit. But the block wasn't compatible with btsd. Ill switch to GPS when the smb 2 blocks are converted.
It won't be a strict YI sound track the underground will use it . over worlds will use different. For now I used the flower garden because the global powerful infant is sampled, and will glitch if un sample songs are used. Once I get my hands on a un sampled version ill switch it up
And yah levels aren't nearly complete. I just thought feedback like yours would be the kick I needed to get this thing moving. So I literally through this up..
Thanks for the input I will follow it.
i still need to fine tune the gfx 32 which iam seriously dreading, and the overworld.. eeh. i hope i can find help for some reason i just cant make one look decent.. sigh.
-NSMBWII secret passages
Oh... oh god. I'm honestly not entirely sure if this totally works.
In theory, all you have to do is to replace your level.asm from levelasm with the one included and re-patch,
then set $0F3A to the circle radius in-game, but I honestly don't know if that'll work without all the other extra crap I made
specifically for my hack.
If it all works right, when $0F3A is set, there will be a window masking out layer 2 around mario.
Still, though. DON'T USE IF YOU DON'T KNOW WHAT YOU'RE DOING.
Iam still not sure what he means by set of3a to in game circle,and what calls it in game a custom block?