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Posts by DesRie
DesRie's Profile - Posts by DesRie
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Level 01 Complete
Originally posted by LucasRCD
Oooooh VLDC time, oooooh VLDC time, my eyes they bleed with fire~

Why is this level's palette so bad? Why is everything red? Why is the level design so cramped and claustrophobic?

My purpose is not winning.
Originally posted by Wormer21
Still it feels cramped and judging from the screenshots, I guess it might be a punishing level.

The palette is okay, but very red.

Thank you for pointing it.
Twinkle Twinkle...
There will probably be no bugs. And NOT Kaizo

Fix 1 - You can go on a secret path.
Difficulty Level Down
+ Add Springboard to checkpoint
Fix 1.1 - Modified the bps file.
Fix 2 - Modified the level.
I'm sorry to ask you a simple question, but I keep getting an error.
Why do I get this error?
(I am using pixi.)

Mod edit: Fixed table stretch from the image.
Originally posted by Telinc1
Originally posted by DesRie
I'm sorry to ask you a simple question, but I keep getting an error.
Why do I get this error?
(I am using pixi.)

Based on the errors, the sprite you're trying to use is a shooter for GIEPY.

You can find GIEPY here (the latest release is 1.0.2) and see its instructions here. Of course, keep in mind you can't use both on the same ROM.

It's probably best to wait until the site-wide switch to GIEPY before using it. There are currently some issues with our hosted resources which need to be fixed.

Thank you, it's been solved thanks to you.
I insert an MMP Block, the MMP Block is respawn again when I pass the point.
Why is this happening?
(Translation in use, so the grammar may be incorrect.)
Originally posted by Thomas
He probably means the multiple midway points patch. Anyway, the reasoning is basically the same, except this is for a custom block and not the original midway points.

Basically, the issue is that you are inserting the custom blocks as direct Map16 tiles, rather than part of an object. Objects are basically structures of Map16 tiles, and as part of defining these structures, you can specify what Map16 tiles to use based on conditions (such as whether the midway point is active). Direct Map16 tiles can't do this; for instance, you can see the issue in the original Map16 blocks with the switch palace blocks:

Thankfully, the multi-midway patch already comes with an object (appropriately named "multi_midway_object.txt"). This is intended to be inserted with ObjecTool. Read the readme for that patch, or this tutorial, for how to use it.

Thank you, but objecTool is still difficult to understand.
Probably because I don't know about ASM.

There is nothing wrong with running overworld without editing it.
If I make any edit it, Mario will not be able to move. Why is that?
Originally posted by Alcaro
Did you start from a fresh SRAM labeled EMPTY? Ones labeled 0 (or other numbers) tend to glitch up if you've modified the overworld since creating them.

Oh! Thanks!
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DesRie's Profile - Posts by DesRie

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