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Posts by JP32
JP32's Profile - Posts by JP32
Pages: « 1 2 3 441 42 »
I was 10-11 back when I found Acmlm's Board, in 2004 or so #ab{>_>} .

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Might as well register there too, so hi.

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I didnt find any of them hard, maybe smb2's 7-2 but nowadays its barely hard.

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Overrated: gimmicky/almost-not-smw hacks, underrated: vanilla/semi-vanilla hacks

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I dont even remember, maybe one of Pac's hacks or that one where you play as ninji or something, or one of those terrible hacks back in 2004 that nobody remembers anymore#ab{>_>} .

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-Badly ported music, Im so tired hearing bad (midi) ports, especially when its only port/no alternatives.

-Anything that comes with multiple files(patches, blocks, graphics..) and little-to-none instructions what todo them and are named something like "file1.idk, filex.idk, something.asd etc" making it trial and error until I find one I wanted/that works.

-Anything thats barely tested, or tested only in specific circumstances, for example one patch caused game to soft-lock whenever fire mario touched an enemy, but not with small/big/feather mario.

-Not limited just to SMW hacking but in general, tools with annoying UI's, tedious to use or at worst corrupts the rom(usually to point where its impossible to fix).

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I noticed something odd when I changed default "boss clear" music to "SMAS, SMB3 - Fortress Clear" (from music selections SMAS music pack, by midiguy), so with that when I beat boss(stock SMW one) while having less than 100seconds left(and music sped up effect), speed-up thing effects music after beating the boss(boss clear, cutscene after boss, world-map..etc) and only clears when going to another level and exiting it in any way(ie beating it, dying, select+start..).

However if I change it back to default "boss clear" music this doesnt happen, so my question is that is there way to fix this when using custom music for "boss clear"? Pastebin of "SMAS, SMB3 - Fortress Clear.txt"

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Originally posted by MercuryPenny
Add #tempoimmunity to the top, preferably below #am4.

Thank you, that fixed it #ab{:D} .

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Im not sure if this tool is still alive(as in it ever gets updated) or has someone found this already, but seems like "If the player's dragon coin count is a value" is bugged, when inserting the block to the rom GPS gives "blocks/test.asm:25: error: Unknown command. [BNE]" error, now if I change that command to something else, for example "If the player's coin count is a value" it works like it should.

I compared both files and with dragon coins theres is line with just "BNE", and on normal coins its "BCC Label_0000", so I replaced "BNE" with that and it works like I wanted(so that block is not solid when mario has collected 5 dragon coins in the level, otherwise its solid)


http://pastebin.com/1dZ3YD58
http://pastebin.com/bBc7XjnU
Line 22 is what Im talking about in case my explanation didnt make sense.

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So when Mario dies and falls down in vertical levels(or horizontal ones with vertical scroll enabled or activated via running/climbing) camera scrolls down as mario dies and I want it to stay in-place instead of following mario, how do I do that? There doesn't seem to be patches for that..

Thanks in advance.

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Originally posted by ninja boy
Well it seem that it should just been a simple hex edit to fix your screen scrolling issue

$00F619 (0x07819) can be changed from 0D 14 to 12 14 to make the screen not scroll when the player loses a life.

That worked perfectly, thanks again #ab{:)}.

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I can test it on psp(snes9xTYLcm 0.4.2 mode red.26) and maybe on any other obscure snes emulators for lolz #ab{:D}.

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I usually like them, but if there is more than three in row then not. Also what kind of water level it is, if its too long or too open then I lose my interest quickly.

And if its used as obstacle or small part is underwater then I dont mind them at all, but one that has current and rises and lowers are terrible no matter what.

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Awesome! Do you happen to know if NSMB Star Coins patch works with Ladida's Overworld counters patch(or any other patch that does similar thing)?#ab{^^;;;}

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learn how to make backups or get another hard drive or something and put your important stuff there so that you wont lose your stuff when crap like this happens #ab{:P} .

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I basically have everything in single folder and use whatever I need depending what Im doing, although first I decide what patches, blocks and whatnot I use for a hack, add/patch/etc them to the rom and then start messing around in LM, it just makes more sense to me.

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Problem 1:
When time is below 100, ")" in status bar glitches out:

Image and video hosting by TinyPicImage and video hosting by TinyPic

Is this bug in minimalist status bar or something in my hack? If so whats causing it, and how to fix it?

Problem 2:
I started to test out layer3 stuff, so I ported layer3 cloud from SMAS smb3 which turned out fine(I need to fix some minor misplasments and palette, but its fine for now), but problem is that m. status bar glitches out, so again, whats causing it and how to fix it?:

Image and video hosting by TinyPicImage and video hosting by TinyPic

Problem 3:

When I have that SMAS smb3 cloud in level, and when I finish the level, layer3 glitches out when "course clear!" appears, is there anything I can do about this other than moving goal to another level w/o layer3 bg?

Image and video hosting by TinyPic

This is what I have under #lm{l3gfxby} :
Image and video hosting by TinyPic
If I "change destination for file" to "bottom half of layer3", status bar is not glitched(although problem #1 is still there) but for what I use layer3 for its in completely wrong place.

And under #lm{props} :
Image and video hosting by TinyPic

Thanks in advance.

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Originally posted by yoshicookiezeus
I am not familiar with the Minimalist Status Bar patch, but I can tell you that there's nothing to do about problem 3 since the Course Clear text also is displayed on layer 3. (well, short of recoding it to use sprite tiles instead, I suppose)

Well I guess I could fix problem 3 by doing what smw did with ghost house levels and some levels in smb3, as in having door/pipe at end of the level which leads to seperate level with just exit #ab{>_<} .

But those two problems are annoying, do anyone have any idea how to fix them?

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After testing random stuff I kinda fixed it by just replacing glitched tiles with one they should be, only problem is that they may be tiles used by other stock layer3 graphics, but I'll probably end up changing them completely anyway so its not issue to me(although locating what/where those "glitched" tiles are is tedious), but why they change is mystery to me(and it seems to change depending is there layer3, and which layer3 im using, or something along those lines)..

Image and video hosting by TinyPicImage and video hosting by TinyPic

Although there is still that duplicate hud in the sky, I did make sure they are there "FC" / blank tile but its still there, I could "fix" this to block that area with something(so that top 8 pixel cant be seen), but


Originally posted by Ladida

i just downloaded the patch, applied it to a relatively clean SMW rom, and waited 300 seconds in YI2. i did not get any glitched tiles. which means it's something in your hack.

you would have to post anything else you've patched/done to the hack in order to determine what the cause could be.

Im using Pac's smb3 graphics hack as base, with following patches:
>AMK
>anything sprite/block tools adds (Sprite Tool v1.40 by mikeyk + GPS)
>no small mario duck Discoman
>wall kick marioe
>disable bonus stars aika, imamelia*
>sma2 powerdown, autosave alcaro
>pirhanaplat fix chada bmf54123
>overworld counters ladida
>all yoshi coin stataus bar jackthespades*
>item box mushroom priority fix Alcaro
>ninji ceiling fix Sonikku
>double spinjump antifail Alcaro
>Walljump/Note Block Glitch Fix v1.5 lolcats439

+Random stuff added with sprite/block/music tools, and some exgraphics and stuff like that
* = I'll need to get rid of these someday or just port my rom to new rom
+this is my only hex edit


Originally posted by Ladida

the bottom status bar still uses the very first line of the layer 3 tilemap (the right half, but still the top line) so make sure you aren't overwriting that area.

I did make sure they are there "FC" / blank tile but its still there #ab{x_x} .

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Originally posted by Ladida
the hud in the sky will always be there. what you have to do is lower you layer 3 image in the tilemap and offset the initial position so that it's never visible. this same thing happens with smw's status bar, except this one allows for slightly more viable layer 3 space.

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i suggest patching stuff 1 by 1 until you get the time error. to narrow things down, it might be a conflict with one of the other status-bar-modifying patches.

Well that was simple fix #ab{@_@} . Yeah I need to test if patches conflict but for now its fine.

Well I guess all my problems are more or less gone, thanks everyone again #ab{:)} .

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JP32's Profile - Posts by JP32

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