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Posts by hash

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The pipe beside the invisible star and castle tiles in the Layer 1 editor can be named (tile 5B).
The pipe to the left by the invisible cave door and destroyed castle in the Layer 1 editor cannot be named (tile 82) and is the pipe used in the vanilla game.


Edit: Actually if you put a name in for Level 000 it will show up on the tile 82 warp pipes.
I believe it's a problem with the FG HDMA you're using. A semi-fix to the issue could be forcing layer 3 above all other layers and sprites. You can enable this in Lunar Magic by clicking #lm{props} and checking the first box. This should cause the black background and text to show up, but might still leave a wonky looking transparent border around the message.
Just the other day I had an idea for a level that would change dynamically (via block/UberASM, or something of the like) between 3 different tilesets, and it seems 'Dyzen: Dynamic Changer' could do exactly that. The idea that came to mind would be transitioning between a fiery, wet and frozen landscape by swapping Map16 pages (where the ExGFX would align) as well as shifting palettes dynamically. Would I be correct in guessing that not only would the ExGFX change, but tile Acts Like settings would adjust according to Map16 page also?

Your other tools, such as the dynamic HDMA, would also be pretty fun to work with. I'm looking forward to what you can accomplish anonimzwx.
I am using the Sprite Status Bar v1.1.1 patch so I can have full screen layer 3 backgrounds, but I have run in to quite a few issues with it. The main problem is having sprites in my levels being overwritten by the status bar graphics. I've included some screen shots below:
Glitched football:

Glitched rope:

Glitched baseball chuck (only when jumping):


How would I fix this?
Also of note, is the Goal Point question sphere seems to be incompatible with the sprite status bar, so really another method to achieve full layer 3 backgrounds while still having the time visible as it looks in the screen shots would be great.
Events that reveal paths/levels are placed using the Layer 2 event editor (#lm{owev2}) but some tiles, such as those used to collapse the switch palaces, are placed using the Layer 1 event editor (#lm{owev1}).

Have you placed a copy of the collapsed switch palace (Tile 85 or 86) using the Layer 1 event editor on the same event number the switch palace triggers (in your case, event 4)?
There is probably a more elegant way to do this than I'll describe, but this method will work.

Code
;Sprites spawned from Bubbles
org $02D9A1
db $0F,$0D,$15,$74 ;Goomba[$0F], Bob-omb[$OD], Cheep-Cheep[$15], Mushroom[$74]

;GFX Tiles used by sprites in Bubbles (2 animation frames with 2 bytes in them)
org $02D8A1
db $A8,$CA,$67,$24,$AA,$CC,$69,$24 ;Goomba[$A8|$AA], Bob-omb[$CA|$CC], Cheep-Cheep[$67|$69], Mushroom[$24|$24]

;Palette/GFX Page Table of Sprites in bubbles
org $02D8A9
db $84,$85,$05,$08 ;Goomba[$84], Bob-omb[$85], Cheep-Cheep[$05], Mushroom[$08]
;$84 = 1000 0100
;$85 = 1000 0101
;$05 = 0000 0101
;$08 = 0000 1000


This code is part of the default vanilla SMW bubble. What I provided for you is code that will enable you to change the sprite spawned when the bubble is popped, the GFX inside the bubble, and the bytes used to change the YXPPCCCT of the bubbled sprites.

To achieve an empty bubble (replacing a goomba) you'll want to do the following:

Code
;Sprites spawned from Bubbles
org $02D9A1
db $69,$0D,$15,$74 ;We changed Goomba[$0F], to Null sprite[$69]

;GFX Tiles used by sprites in Bubbles (2 animation frames with 2 bytes in them)
org $02D8A1
db $8A,$CA,$67,$24,$8A,$CC,$69,$24 ;We changed Goomba[$A8|$AA] to GFX tile [$8A] for both animations

;Palette/GFX Page Table of Sprites in bubbles
org $02D8A9
db $85,$85,$05,$08 ;We changed Goomba[$84] to use 2nd GFX page [$85]


Because the code above changed the GFX tile for the bubbled sprite to $8A, and $8A isn't exactly empty, use this GFX02.bin replacement to make that tile empty (vanilla doesn't use the tile anyways so no other sprites will be affected).
As I said, there is probably a more elegant way to do this, but this method functions as desired. It will replace every goomba containing bubble with an empty one.

If you want to empty all 4 versions of the bubbles completely just do this:
Code
;Sprites spawned from Bubbles
org $02D9A1
db $69,$69,$69,$69

;GFX Tiles used by sprites in Bubbles (2 animation frames with 2 bytes in them)
org $02D8A1
db $8A,$8A,$8A,$8A,$8A,$8A,$8A,$8A

;Palette/GFX Page Table of Sprites in bubbles
org $02D8A9
db $85,$85,$85,$85
This tutorial by WhiteYoshiEgg is thorough and informative and might be worth reading over if you're having troubles inserting ExGFX.
A suggestion completely inspired by Ramon's thread here would be the ability to modify the castle destruction sequences from within Lunar Magic. This could include extracting/inserting custom ExGFX files, custom mario walk animations, custom tile animations (ExAnimation), choosing music, scene duration, or whatever else might be interesting to players. I found a post with the background tilemap locations here which may be useful.
A mode 7 boss battle editor might be useful to some. Having the ability to edit tilemaps, gfx, palettes, adding sprites, etc.


And to expand on what a few others have stated, extensions to LM's overworld editor in terms of:
-map size (-maybe additional submaps)
-custom sprites
-non-silent layer 1 event reveals
-music changes when certain x,y coordinates are reached (or certain events passed)
-'unlocked' vanilla sprites (so they can all be placed individually anywhere, on any map)
-better handling of submap reloads to prevent ugly palettes/gfx
I know requests are closed, but I'm just gonna toss mine in here in case it's easy to make and sounds fun to use. Here is my request:

Name: Basketball Chuck
Type: Sprite
Tool: Pixi
Description: Like your Hammerin' Chuck in form, but instead of hammers that hurt you, it's an arching basketball that can be bounced off of, and bounces off nearby walls and ground. Some customization options could include varied arch (like football chuck), number of bounces, jumping and throwing, [with extra bit set] occasionally throw a bomb that explodes on contact instead of a basketball.

GFX: https://bin.smwcentral.net/u/32624/GFX13basketball.bin
Vanilla Inspired Ideas
Above Launched Torpedo Ted
A torpedo ted that instead of being launched downward (then left of right), gets launched from above (and goes left or right).

Alternate Fishin' Boo
A regular fishin' boo that has a grinder/hothead/sparky/grey platform hook instead of a flame (or a palette swapped flame that can be spin jumped on). If it hangs a platform, whichever side mario is closer to is the direction fishin' boo flies.

Pipe Dwelling Pokey
As the name suggests, perhaps with the extension bytes indicating how many segments to rise out of the pipe.

Chasing Swooper (extra bit: Fire Swooper)
A hanging swooper that activates when you get close, seems to fly away, but then chases you (extra bit for palette swap + spits fire)

Guard Stomp Sumo Bro
A sumo bro that guards, and as mario approaches, stomps the ground sending fire toward mario (instead of down with lightening). If mario is jumping when approaching the bro, he will jump and lunge at Mario.


Yoshi's Island Inspired Ideas
Boo Balloon
Like the boo balloon in YI, it chases you. But when hit by a fireball/shell/carryable galoomba it puffs up for a short time and becomes a platform before going small again (extra bit could have it disappear in a puff of smoke). Small balloon hurts you, large one doesn't.

Puffer Fish
Just a puffer fish that, when small, has similar wall collision to the urchin (fixed distance, or until a wall is met; horizontal and vertical) but puffs up when Mario gets near and starts to chase him.

Fuzzy
Touch fuzzy, get dizzy! If a similar HDMA mechanic to YI isn't practical, perhaps the extension bytes could determine the palette rows to rotate (using ExAnimation) and a slippery level flag could be activated. A short timer based on frames that is stackable when another fuzzy is touched.

Bouncy Milde
An unkillable Milde that acts similar to the large mole in vanilla. Walks right or left. Bounces Mario in the opposite direction when touched and can not be directly stood on. Bounce height, sprite speed, and fall off ledge controls would make this enemy more versatile.

GFX: https://bin.smwcentral.net/u/32624/yigfxsprites.bin
PAL: https://bin.smwcentral.net/u/32624/yigfxsprites.pal
Woohoo! Basketball Chuck got chosen. Thanks Erik. Your sprites are always top notch, and with what you've already done, and plan to still do, this C3 is a great gift to the community.
This is a very beautifully ripped background and even more impressive (and useful) that you did it with Layer 3. I am having an issue with the UberASM code though, and was wondering if someone could help.

Placing everything into my hack as instructed with the file located in the library and a new .asm file (copied from the readme) created in the level folder I get a strange result that can be seen here:

https://bin.smwcentral.net/u/32624/flicker2.gif (2MB .gif)

Mario walks to the right automatically without any consideration for my inputs. The lag seen is in-game. He only does this when the .asm file is applied. The parallax seems slightly broken as well as you can see. I don't seem to have any conflicting .asm being applied to the level so I'm unsure of what's happening.

Anyone have any clues how to fix this?
I went ahead and tried it on a fresh rom, and didn't get the error MarioFanGamer. Then I started adding other UberASM elements from my hack, and I think I found the cause. I have GHB's screen scrolling pipes added and once I add the GM14.asm to my UberASM's gamermode I got the flickering and automatic movement. I sent you a PM with the necessary files.
Name: Status Bar Pause Menu
Type: Patch
Description: A patch that shows the status bars elements when you press pause. Using sprites or another method that would allow the continued use of full layer 3 backgrounds would be ideal.
GFX: Using the vanilla GFX files.
Options: Being able to move the counters around in the .asm file. Custom pause text. Ability to hide the status bar when not paused. Darken screen like this patch.

Examples:
Originally posted by Erik
Originally posted by hash
Basketball Chuck



DOWNLOAD
i know people don't kick basketballs but leave him alone. he's doing his best.

e: ignore the game crash in the gif lol thats fixed.

That's great Erik, nicely done. The bouncing effect is perfect. Looking forward to using this. Thank you for all your hard work :)
I have started using the newest version of Lunar Magic [3.01] and noticed that one of my Layer 2 levels seems to have no bottom anymore. What happens is Mario falls off one screen and wraps around to the top of the next screen and continues to fall.

Here are the level settings:
Level Settings
And here is a screen shot of the fall that occurs:
Fall Pattern

In older versions of Lunar Magic [2.53] which is what I upgraded from, Mario would usually die once he goes into the pit on the first screen. I haven't adjusted the settings in LM 3.01 at all so I'm guessing it's the new level sizes that are causing this to happen.

Any ideas on what settings to use to prevent this from happening, and having the level behave like before?
After a bit of research into what asm, uberasm, and blocks I had being used in the level, I located the cause of the issue.

I use this block made by Alcaro: Downward Waterfall

In this block it maps some FreeRAM to $13D8. A quick look in the RAM Map shows that new to Lunar Magic 3.x this address is no longer free to use. Changing the FreeRAM to something like $13E6 has fixed the problem.

Originally posted by SMW Memory Map
With Lunar Magic v3.00, this address gains a new purpose in horizontal levels, being used to hold the height of the level data.
For example, in the original level sizes, this value is set to 0x01B0 (for 0x1B blocks tall).


Thank you for your reply that got me looking at a conflicting issue on my end.

Thread can be closed now that the problem is resolved.
A suggestion for Map16:
An easy way to remap a selection of tiles act-as settings.

Example:
I insert screen scrolling pipes to Page 4. The top row of tiles is 400-40F and they act as indicated by their .asm files inserted with GPS. In Lunar Magic the act-like settings display as 130.

Now let's say I want to copy these tiles to Page 5. I select them, copy them to the top of Page 5, but their act like settings are set to 130, and don't act like the pipes on Page 4.

My proposal is to use the 'Remap Selected Tiles' dialog to quickly mass change act-like settings. Perhaps the input could be something like S400-S40F which would change the act-like settings of the selected tiles to 400,401,402...40E,40F.

Another method could be holding alt, ctrl, or shift while pasting to a new page would make the act-like settings become the block location instead of its displayed act-like settings in LM.

Would be useful for moving larger amounts of custom Map16 tiles to other pages without having to change the act-like settings for each individual block.