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Posts by Gulaschko

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Works like a charm thx #tb{:DD}

Hey, so I had mentioned this problem before but it didnt really solve the problem.
So i wanted to use the customizable firebars, inserting them worked fine but the rom crashes when i open a level with this sprite in it. So in the pixi readme it says that a common error is that the register size of a sprite is to big or something. also after i applied this sprite to my rom, pixi said something like: "applied succesfully, register change detected and applied succesfully" and something with extra bits or so. What is wrong with that sprite? the last time i solved this problem i deleted another sprite and it worked but i just cant delete every 2 sprites so another sprite works properly. I need a solution for this.

Edit: Pixi also sometimes say something about extra byte change detected and applied succesfully

Regards

So I found out that when I go on erease data on titlescreen and then back and then start 1 player game the game crashes. Otherwise when I am not doing that and just go on start 1 player game without going into the erase data menu it works perfectly fine.
Patches I applied:
Retry Patch
Sceenscrolling Pipes Patch
Carry Sprite Interact Patch
No more Sprite Tiles Limit Patch
Framerule Patch
Place Throwblock Patch
Sprite Underwater Flag Patch

Name: Space Shooter Spaceship
Type: Sprite
Description: A sprite which acts like a spaceship from these famous space shooter games. Mario can control it by pressing the d-pad so it can go down, left up and right (all directions). It is similar to the cloud which can be entered by mario in vanilla smw it just shouldn't have delayed controls and may not get broken after time. It would be cool if it has an option to shoot fireballs, too.

Hey,
I was wondering whether I can replace the vanilla stage clear global song file in the originals folder in addmusick with the unsampled Streets of Rage - Round Clear music to make it also global and so that I do not have an overwritten ARAM so that the game does not freeze when I am hitting the goal tape. So is it possible to make this song a global song like that and if so does it reduce the lag ingame?

Regards

Hey,
I wanted to play around with the config file of a custom sprite (in my case the multibounce shell) to edit the palettes it uses (I heard i have to do that in the cfg file). can somebody explain me the numbers given in that cfg file or can somebody give me a link to a tutorial of them?

Regards

Okay thanks #smw{:TUP:}

Hey,
Lately I had the problem that carryable sprites do not get invisible when travelling through a screen scrolling pipe. How do I get custom sprites invisible there?

Regards

Is there nobody having the same problem or a solution?

Hey,
I wanted to use the switch pack and I decided to use the kill switch block which acts like a muncher if the on/off state is "on". Now; I found out that sprites even if the block is in "on" state are able to go through them. How can I change that that its also solid for sprites in the "on" state?

Regards

Yeah so first of all, Lunar Magic warns me about a fatal error and places a lot of random graphics/sprites in the hole level.
But I dont really get what you mean that I have to do / what I did false. So when I went in Lunar Magic ,after inserting the custom sprite, I deleted the hole level and inserted the sprite manually by filling the "command", "extra bits" and "extension"; everything right away so I did not edit the sprite afterwards. I dont know what you mean with "a sprite that has already been placed in a level somewhere". I did not place this sprite somewhere before and I deleted the hole level and all its sprites before. Can you explain it a little bit more what you mean please? #smw{^_^}
Anyway,thank you for your help!

Regards

Does anyone know the block which cartesius uses for his second last level in shells redeemer, where you get a cape when falling through / touching that specific block?

So I was dumb enough to not patch the Walljump/Noteblock Fix before i inserted the Screenscrolling Pipes by GHB, but I followed the instructions by GHB how to patch it after the screenscrolling pipes but eventhough, I have some troubles. When I now go into a big pipe the turn blocks do not work and Mario just get stuck in them.
What I did was to edit the defines.asm in the Asar folder. I changed the hijack Setting to 0, applied then Fixes.asm again on my rom, applied the WJNB Fix and then I applied the Fixes.asm back (one time with hijack setting on 0, at another try I tried 1, both didnt help). I also did not get any errors by Asar. What I did next was to set all defines in GPS, UberASM and Asar and patched my rom through all these tools with the hijack setting on 0and the I applied the WJNB Fix. It still did not work. What did I do wrong?

Regards

I am sorry but that doesnt help at all. I want to make them INVISIBLE not disable carrying items. But thx for your efforts.

I wanted to edit the graphics of the hidden block (used brown block) and apparently i can only change them when I change the animation tiles in GFX 27. But yychr cannot handle this file so how do i access it?

Regards

Yeah now I also see its GFX33 I meant. Thx guys #smw{:peace:}

Hey,
when I try to edit the config file of the disassembly of the bullet bill with the CFG editor it doesn't apply to the sprite. I tried to chnage the used palette row to another one but somehow the sprite does not recognize the changes. Do I do something wrong?

Hey,
So I wanted to use a mechanic where there is layer 1 lava at the bottom of my vertical level and mario should finish the level by going up the layer 2 because layer 2 is "sinking" into that lava. I looked that setup up in the Kaizo No Yume Hack which also uses this cool setup (level 134). I saw that the creator uses level mode 08 and the scroll sprite EA for scrolling the layer 2 but even though I replicated this my layer 2 is going up instead of sinking into the lava. What did I do wrong? or is there a program he used for making custom scrolls?

EDIT: Also the "sprite Range" is different in the Kaizo No Yume Hack. It says "Sprite Range 08", in my level it says "Sprite Range 12" but idk if that makes a difference...


Regards