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Posts by MegaSonic1999
MegaSonic1999's Profile - Posts by MegaSonic1999
Pages: « 1 220 21 22 23 24 25 »
Originally posted by MegaSonic1999
Track name: Petal Meadows - Paper Mario: The Thousand-Year Door
Sampled (accurate to the original if possible) or lightly sampled if possible.
Youtube link: https://www.youtube.com/watch?v=sZ1f6BEkn_g
MIDI: https://bin.smwcentral.net/u/37260/Petal%2BMeadows%2B-%2BPaper%2BMario_%2BThe%2BThousand-Year%2BDoor.mid
This is my favorite song from paper Mario: the Thousand-Year Door (maybe because it's the only song I've listened to. Oh wait, I've also heard "Rogueport sewers.")

More than 30 days has passed, so I'm gonna bump this song again.

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Yo, it's been a while.
'Sup SMW hackers, I hope you're doing fine, Here's the gameplay of the stages that I created so far, including the first ones, because I added some modifications on them:
World 1-Stage 1+ Yellow switch palace
World 1-Stage 2
World 1-Stage 3
World 1-Stage 4
World 1-Fortress
World 1-Stage 5
World 1-Stage 6
World 1-Castle
World 2-Stage 1
World 2-Ghost House
World 2-Secret Stage 1
World 2-Stage 2
You may have noticed that there's a slowdown issue with some stages, sorry , I couldn't figure out how to fix them, it is some times caused when I set the sprite header to 10 in order for the "No more sprite tile limits" to work properly, and also that I'm not a very good player because I usually lose my powerups.
Also, if you could please tell me how to add videos from Youtube to my posts, so I won't always add just links to my videos, so people won't have to go to Youtube to watch them.
Well that's all for now, there will be more stages as soon as I finish them If I have time.
Stay alerted.

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Yo, it's been a while.
Is there a way to record the title's level without having to make the player die? Like when I want to do it in empty areas for example.

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Yo, it's been a while.
Originally posted by MegaSonic1999
No, and I didn't add any generators, and even if I did, the cluster effect is still working when I turn off generators.
Do you think this problem is related to the sprite header setting?
Note that it is set to 10 due to the no more sprite tile limit.

It works properly in some other levels when I set the sprite value to 10 or 0A, but this time, the effect stops, I don't know why, And even when adding generators then turning them off, the cluster effect is still working, but when I arrive in a certain screen, this time it stops, even if I insert it again (due to checkpoint position). Can you please help me with this?

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Yo, it's been a while.
Originally posted by Thomas
For the record, assuming you are using the latest version of NMSTL (and assuming you don't have the flag set to only apply to one setting), your sprite header setting does not matter; it applies to all of them.

Actually, I'm still using the old version of NMSTL (ver 1.2), I didn't apply the lastest version yet, but I may do it when I port my work into another rom.
Originally posted by Thomas
Anyway, some possible causes I can think of:
- Sprite D2 is present on the screen (which *should* stop the custer sprites)
- Another sprite which relies on cluster sprites is overwriting the flowers
- Another sprite/code is messing with the cluster sprite RAM tables, specifically $1E2A

As for the sprite settings, I used an HDMA effect with the cluster sprite. I usually do this in some levels and it works fine. But this time I don't know why the effect stops?

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Yo, it's been a while.
Request name: Overworld spaceship
Type: Original
Purpose: overworld
Description: Just a spaceship tile that could use 3 levels as shown here:

And here's the circuit (if possible):

Well because my spaceship doesn't look good, so I want to change it with something better.

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Yo, it's been a while.
I think I'll just go ahead and remove animations from the title screen to avoid epilepsy problems for those who suffer it
(even though there might be an abstract level with flashing colors)
, as for the slowdown, I couldn't figure out about it, so I just removed as many sprites as possible.
As for the messages in home area, I didn't use NPCs but sign blocks as characters (because I found it hard to use NPC sprites, plus there's no available place for them) , and I didn't find any available palettes for them than the one that is for layer 3 messages.
Thanks for your tips, good luck on your 2 projects too.

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Yo, it's been a while.
Can someone please tell me which foreground was used in this level:
https://www.youtube.com/watch?v=GHJVZbvO-C8&l 2:07
I know that the foreground is made by Gamma V, but how about the rest of the assets (gong, bamboo, statues, a japanese-ish sign...)

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Yo, it's been a while.
Sometimes I want to make layer 3 transluscent, but I don't know which level mode I must use, There is level mode 0C but it makes the level look dark, plus some sprites that hide in objects (like piranha plants) become invisible. Can you please help me with this?

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Yo, it's been a while.
Originally posted by quietmason
You don’t have to change the level mode at all. Go to Layer 3 Bypass #lm{l3gfxby}, I believe there you’ll find an option to Make Layer 3 Translucent Against SubScreen. I could have my locations messed up, the other place it might be is #lm{props}. Hope this helps!

I've already tried this, but it doesn't make layer 3 transluscent, especially when making layer 3 use priority above other layers and sprites, and there's also the object sprites problem. Is there another way for that?

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Yo, it's been a while.
There's also WINRAR, a program that can extract .rar files.
Here's the link, hope it will help you:
https://www.win-rar.com/start.html?&L=10
Sorry if it's in french.

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Yo, it's been a while.
Here's another bump:
Originally posted by MegaSonic1999
Song: Beyond The Speed Of - Sonic Runners
Sampled (if possible) and/or unsampled
Youtube link: https://www.youtube.com/watch?v=Jx-FXccJe6g
MIDI: https://bin.smwcentral.net/u/37260/Beyond%2BThe%2BSpeed%2BOf%2B-%2BSonic%2BRunners%2B%255BOST%255D.mp3.mid
Good luck, and let me know if there's a problem with The MIDI file.

Now it's been more than 60 days.

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Yo, it's been a while.
Hi, please where can I fin blocks that are similar to the ones solid for sprites and not for the player, but the sprites don't move when touching them? They're often been used in hard or very hard hacks.

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Yo, it's been a while.
Hi, I added some modifications in the big boo's fights. Here's how they look like:

You may notice that I've also changed the palette of the whole level.
Also, I added a little modification to the underwater section in the 1st secret level of world 2, where you cross the 2 vertical wall urchins path:

Stay alerted for more.

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Yo, it's been a while.
Hi, does anyone know where this music is from:
https://youtu.be/OjCxa1-sIwA 21:39

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Yo, it's been a while.
Hey, it's me again, what about this song:
https://www.youtube.com/watch?v=OjCxa1-sIwA&t=571s

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Yo, it's been a while.
Are you going to use more bosses than the 7 koopalings, Bowser Jr. and Kamek? It's just because I think that the game would be better with more bosses.

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Yo, it's been a while.
Well, I think you could use some SMB2 bosses or some other custom bosses like the giant masked koopa boss, or maybe also the giant piranha boss, note that it could fit as a forest boss, and you can also use one of the oming thwomp bosses. You can also use the original big boo boss in some ghost levels. But you have the choice, it's your project after all.

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Yo, it's been a while.
I got the hang of music speeding up when time runs low, but is there a way to not make it speed up when using custom global musics? Note that the originals go back to normal speed after been triggered.

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Yo, it's been a while.
I added "#option TempoImmunity" just on top of the global songs in the txt file, but when I save the musics to my rom, it just gets removed, and the songs like player down remix still speeds up when time is up or when dying when time is low. Is it maybe because I use a simple tool like AMKGUI instead of AddmusicK program?

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Yo, it's been a while.
Pages: « 1 220 21 22 23 24 25 »
MegaSonic1999's Profile - Posts by MegaSonic1999

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