Banner
The Overworld Design Contest ends in
1 MONTH, 10 DAYS, 1 HOUR, 53 MINUTES AND 33 SECONDS
Views: 896,625,192
Time:
13 users online: Anas, Blakeoramo, h.carrell,  JamesD28,  K.T.B.,  KevinM,  LMNtals, MasterMario97, RPG Hacker, Ryrir, S.U, Spedinja, TrendzAndz - Guests: 45 - Bots: 169 Users: 50,293 (2,288 active)
Latest: YBW
Tip: If you're using the original SMW ending, remember that Level 104 (Yoshi's House) will appear during it.
Not logged in.
Posts by Mush the Push
Mush the Push's Profile - Posts by Mush the Push
Pages: « 1 »
Hello, I had recently started ROM hacking and decided to begin with learning how to edit the over world. While doing so, however, I ran into a problem. When I load up the ROM for play testing, the top parts of Yoshi's house shuffle between X tiles and water tiles. Furthermore, In the over world editor, the top parts of Yoshi's house display X tiles instead of the usual parts and I can't seem to find a way to fix it. It'd be great if someone could point out what's going on and/or how to fix this. It is no game-breaking problem but... it's kind of annoying. Thanks in advance! #smw{^_^}
Never mind, I've figured it out. All I had to do was paste the sprites from the 8x8 tile selector onto the level 1 sprite section.
Hi, I'm making an underground level with a couple of fish swimming in some water tiles but when I tested the level they just flopped around as if they were on dry land. Is there something I was supposed to edit beforehand? I'm using Lunar Magic 3.0, by the way.
Thanks, I've tested it and the fish are now swimming just fine!#smw{:TUP:}
(restricted)
How do I get a charging chuck to break through turn blocks? It always seems to just jump in front of the blocks instead of breaking through them.
Originally posted by Darolac
Originally posted by Mush the Push
How do I get a charging chuck to break through turn blocks? It always seems to just jump in front of the blocks instead of breaking through them.

Are you sure the acts-like setting of those turn blocks is the correct one? Maybe they look like turn blocks but they act like other type of block.


Ah, I was using turn blocks with "nothing" inside. I switched to the 2x2 turn blocks and now it is working. Thanks for the help!
In my level I have a skull train floating over some lava but it isnt there when I play the ROM in my emulator. Why won't it show up? I'm pretty sure its location is congruent with the sprite limit.
Originally posted by Thomas
If it's not a sprite limit, it could be that you're using the wrong lava (if using custom Map16, check your acts-like setting). The skull raft needs specifically the tileset-specific lava; it'll just fall through normal lava.


So I used different lava and the skull train works but the lava tiles are now glitched. I've tried changing the graphics in header but nothing seems to work. How do I fix the lava tiles?
I only recently joined this site so I regret to say that I never knew about you that much but still I'd like to thank you for running this site for so long. It has been a very helpful forum for smw rom hacking and I wish you the best of luck in your new projects.
Looks incredible! I'll look forward to giving it a shot.
Pages: « 1 »
Mush the Push's Profile - Posts by Mush the Push

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks