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Posts by MoghedienNinek
MoghedienNinek's Profile - Posts by MoghedienNinek
Pages: « 1 »
Did you know that Yoshi only speaks the first time you get him AND it needs to be on the Yoshi island submap?

I did not, so I've now built myself a lovely world map and Yoshi message but it won't appear as I'm not on the Yoshi island map.

My question- How do I get Yoshi to give his first message while not on the Yoshi island submap? (I'm on the large overworld map)

Thank you!
Hell yeah thanks mate it works like a dream!
I'd like a vertical level that does not have any horizontal scrolling

I'm currently using "Snes Registers and Level Modes" - 0A

Thank you!
If magic falls down the hole the fireball kills mario just about the green lava. if Mario goes in the pipe he will spawn above the hole, fall down and the fireball won't be there.

Why is this happening and how can I fix it so the fireball spawns when Mario goes in the pipe?

Also sometimes I get a fireball when using the pipe, other times I do not :/

I'm currently using the header "Snes Registers and Level Modes" - 0A



Thanks!
(restricted)
Thanks Kevin!

I also found another way to do it by using sprit EF
I'm having trouble inserting these mushroom house interior graphics into my level properly. The graphics files don't follow the usual naming conventions and its lefts me a little confused (I'm a bit new)

Any help would be great, I've read graphics insertion guides but if you have another guide that might help that'll be swell. Complete idiot step by step instructions would also be most welcome lol

the file I'm trying to use is below

Thank you!

https://www.smwcentral.net/?p=section&a=details&id=12213
I'd like checkpoints that dont set off a sound or sparkly graphics when collected, as I've made the CP graphic itself clear/empty.

I'm using the retry-v2.06 patch, and also I like to have many of the CPs on-screen at the same time to make sure the player hits them.

why? because its a troll hack (Grand Troll World 2) so it's a bit weird)

I've tried using this code but it seems to crash the game when used with the retry patch. thanks!

org $00F2E9
db $00

org $00F2D5
BRA $01
Kevin's suggestion to reapply the retry patch has stopped it from crashing and now my CPs don't have a visual effect.

however, the CP sound is still there. maybe the easiest way to get rid of that would be to remove the sound effect from the rom as only CPs play that effect. I dont know how to do that tho, so I still need help. thank you @kevinM <3

I'm not sure how to 'For the future just keep the edit at $00F2D5, since the other one (don't make Mario big at the midway) is already included in retry.'
I'm looking to make mecka koopas wake up much sooner, or better yet right after they are throw. any ideas?

Thanks!
thanks worked well
Pages: « 1 »
MoghedienNinek's Profile - Posts by MoghedienNinek

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