Tip: You can use Lunar Magic's Overworld Layer 3 Editing system to edit or create your own layer 3 images (castle bricks, fish, rocks) and apply unique effects per level via the Layer 3 Bypass in the main editor.
-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).
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..).
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/bBc7XjnU Line 22 is what Im talking about in case my explanation didnt make sense.
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..
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.
When time is below 100, ")" in status bar glitches out:
Is this bug in minimalist status bar or something in my hack? If so whats causing it, and how to fix it?
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?:
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?
This is what I have under :
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.
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 .
But those two problems are annoying, do anyone have any idea how to fix them?
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)..
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 .
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.
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 . 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 .