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Posts by Evernn
Evernn's Profile - Posts by Evernn
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Hello! In a hack I have been working on, I have planned on using Carols K Rool sprite for a boss, and after a lot of learning, I have been able to get the sprite working with Pixi and inserted to my game properly. However, there is one issue that I simply cannot find a solution to. During the fight, he shoots an orange smoke looking projectile that slows Mario's movement. However, if he is hit, it plays the directional coin music, so it overwrites the music I had set and never stops until the end of the fight. I have tried changing asm code and many options in lunar magic to get it fixed, but no matter what I do I cannot get it to stop. I know Carol's sprites are known for being buggy, but if someone could help me, I would really appreciate it! Also, I can post my asm files for the sprite if that would help!

Here is a video of the boss, getting hit by the orange smoke at 1:06 is what causes the weird audio.

Thank you for your help!
Originally posted by Darolac

It would be better if you post the asm file of the sprite in order to help you modifying it.

Alrighty, it had two asm files to work properly.
Thanks again!
I thought that was a great Direct! Of course Mario Maker 2 is what I'm most excited for, but the Link's Awakening remake seems neat (Although I don't know how to feel about the art style)

I'm still hoping for some kind of overworld functionality in MM2
If possible I would like an UberASM patch that enables free vertical scrolling so if you jump the camera follows Mario without him having to land. I know there's a patch for it but it would be nice to decide it on a per-level basis
The first hack I ever played was the demo for Super Mario TKO. I remember being nine or ten years old and stumbling across Proton Jon's videos where he played it. I had no idea what rom hacking even was so I thought it was some kind of game that was not released in the US. I soon figured out how to get it to work on my parent's computer, and I had a blast playing it, even though it was not finished.
What does the error say?
I think maybe having a way to quickly open up ExGFX files in an external editor the same way you can quickly open the rom in an external emulator would be beneficial. A possible way to do this could be having a button in the Super GFX Bypass tab next to the slots for FG1, FG2, etc. You could connect an external editor such as YY-CHR the same way you connect an emulator, and pressing this button will open the ExGFX file in the editor

I suggest this because if someone is mixing and working with a lot of custom graphics or is making a lot of small changes to various ExGFX files, having a quick way to open them in Lunar Magic would cut down on time having to go through your ExGFX folder to find them.

I have no idea how difficult this actually would be to add, but I thought I would still throw it out there. Obviously, it is not a necessity for hacking, just a change that I think would improve the experience.
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Evernn's Profile - Posts by Evernn

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