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Tip: Fix any errors you see before releasing any demos; "I'll fix it later" isn't a good excuse.Not logged in.
Posts by 3083
3083's Profile - Posts by 3083
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Okay, thanks. Last question... How do I know which space has 0x1000 free bytes in the hex editor? Is there a space which is generally free in a clean ROM? I tried using Slogger, but it's like one of these many files that don't want to run on Vista and just closes, so I can't use it.

Thanks for all the help, it's appreciated...
Okay cool. So I think I'm getting there but I'm having issues with the Map16 tiles. It says in the README to hit F2 to load the Map16 tiles and F9 to save them, however when I do this, nothing is inserted. Am I missing something?

I used SMWCRV to check the ROM and it came back clean, so I used this. Before anything I renamed the ROM to smw.smc, opened it in Lunar Magic, made a few changes and saved it. I used Slogger to find empty space in the ROM, I chose the LoROM offset of 0x1E8000. I then opened defs.asm, insterted the offset and saved. Afterwards I ran pipes.bat, which seemed to do what it wanted to do. I then ran noblocks.bat as I'm doing this on a fresh ROM, which again, appeared to do what it wanted to. I didn't run oldbt.bat as I currently have no plans to use custom blocks and if I do, I guess I could just use BTSD.

After this I'm no attempting to instert the Map16 tiles, but like said nothing is insterted.

Any help is much appreciated. I know the README requests to make sure that the issue isn't covered in the README before asking you guys questions, so I hope this issue is okay to query about.

Thanks very much for the help.
Ah, yes, it worked, thanks! I think the last thing now (that's the second time I've said that lol), is how to know which are the invisible pipe entrance tiles and which are the invisible pipe exit tiles, as instead of being marked, it simply says EDIT sorry "a completely blank tile used by the game to fill empty areas."

Much appreciation for the help, I'm glad to have these pipes inserted again!
Yeah, I think litterally no-one can help you with that kind of info...
Coins can work well as a medium between two active parts of your level. Example, is there a place where people can jump from one platform to the other? Put a couple of coins there. Is there a part of your level where it's easy for the player to get lost and hard to find there way out? Put a couple of coins there. Are there any structures that are main focal points of the level and should be taken note of? Put a couple of coins there. Is there a blind jump that would be impossible to predict? Put a couple of coins there. You don't have to place coins just for the sake of it. If you're really struggling, I'd say a good idea would be to play Nintendo's SMW and see how they used coins for a bit of inspiration.
I'm not certain the first is solely down to sprite tiles, it could be in combination with the animation from the invincibility star. You do however, have two flying koopa, four no shell koopa, a p-switch and a key on the screen at once. ion
Dude your layout is terrible on the eyes...
While you wait for an answer, make a copy of your ROM and try changing the point output on all those to none... That's what I'd try...
Originally posted by Broozer
Correct me if I'm wrong, but I guess most people use the "Teleport if Carrying Sprite" block (telecarry.asm) included with BTSD to get something like that in their projects.

Can you assign a specific sprite which must be used? Because with that I'd assume you could teleport even if you were carrying a P Switch or something...
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3083's Profile - Posts by 3083

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