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Posts by whatajerk

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Hi so I'm a noob with regards to lunar magic and smw central in general but had what I hope is not a total noob question.

Im trying to add line guides to my level, now I know that they are available if I change the GFX header to one of the rope sets or the castle set but when I switch to those the line guides dont show up without me also changing the corresponding FG3 setting in the graphics bypass. This in turn messes up my graphics I have currently (currently using Normal 1 for FG/BG). My question then is, is there a way to have line guides no matter which GFX header I use? One solution I potentially thought of while writing this out was to export the graphics, edit the Normal 1 set and add the line guides to it but im not sure if thats feasible or not. Like I said total noob question and since its my first here im not sure if this is the right place for it, if not please let me know and I can delete the thread and move it to the appropriate place otherwise any ideas/help would be appreciated.
So I'm a bit of a beginner with lunar magic and rom hacking in general but I was working in LM 3.10 and applied the retry patch. It worked fine at the time. I then updated to 3.11 and started over as my first attempt was just messy. I actually created some custom blocks for this hack and added them via GPS. Everything was working fine, I then decided to apply the retry patch to this new hack. I did so via ASAR and everything was fine according to the output. But when I tried it out in the rom, I'd get either a blank black screen or id wait and I'd get put in a random level and dropped from the sky with a couple of green koopas without shells. I then tried every different combination of LM and the patch with my backup file, changing it out each time. I tried the same file within LM 3.10, I made sure that the Use Separate Settings For Midway Entrance was set, everything that you need to do to get the retry patch working and nothing.

Just now I took a copy of my clean SMW rom with no custom blocks and using LM 3.11 set level 105 to use the midway entrance setting and applied the patch and it works as expected. So I guess my question is, would the custom blocks I added to the rom interfere somehow with the retry patch? Should I apply my patches before I insert custom blocks/graphics? Sorry if this is a silly question but being new I wasnt sure if there was a procedure on which comes first or if its even necessary to do one before the other. Thanks for any assistance with this.
Thanks, I didnt think so from everything I read. I had cleared the save file out (in game and in my directory) but could still be something I missed, I'll just use a fresh copy of the rom and make it the first thing I do. Thanks again for the replies.
Hi,

I'm trying to add mist to a level in my hack but running into some problems, well one specific problem which is it not showing at all in the level.

I tried following this post

https://www.smwcentral.net/?p=viewthread&t=95483

but I do everything it says and the mist just does not display either in lunar magic or when i go into the hack in an emulator. I'm currently trying to do this in level 126.

1) In the overworld map I select a level with mist, I selected the first ghost house (which is level 13)
2) I go to File -> Layer 3 Level -> Load Layer 3 of Level
3) The layer 3 opens up I then go to File -> Save Layer 3 of Level to ROM & ExGFX File and Save the Layer 3 file with the default settings.
4) I go to the Green Mushroom button in Lunar Magic and open up the Layer 3 GFX/Tilemap bypass and click Enable bypass of Standard Layer 3 GFX and Standard Layer 3 Tilemap making sure I select the correct GFX Tilemap File LT3 that I saved earlier.
5) I go to the Fish button for Change Layer 3 settings and select Tileset specific from the dropdown, click on Force Layer 3 tiles with priority, I enable advanced layer 3 bypass settings, I check off CGADSUB and Fix Layer 3 scroll sync.

I mean after all that im not really sure what I'm missing.I tried changing the level mode to 0E but that just completely messes up the level and still does not add the mist. I'm currently using Lunar Magic v3.21. Not sure if any other info is needed but please let me know and thanks in advance for any assistance.
Hi,

I'm trying to add the last piece to my overworld but I'm having a hard time figuring out how to set this up.

So the last thing you do in my overworld is beat a level in the special world which triggers an event and sets a path to from the special world back to the yoshi's house in the overworld. I have the stars setup and I know how to connect them. What I'm looking for is to trigger the platform for the overworld with the star on it next to yoshi's house.

Here's the special world star


Here's the overworld star without the platform (so before you beat the last level in the special world)


This is how I'd like it to look once the last level of the special world is passed.


So I know you cannot have a level trigger two events (unless you use a secret exit). But I'm not sure how to trigger that platform and star to activate once the last level is passed in the special world. I cant find a lot of tutorials for layer 1 events so not sure if thats what is needed here. If anyone has any ideas I'd appreciate a point in the right direction.
Thanks that worked! but there is still one thing I cant seem to figure out.



At the start of the hack I have to have the star visible (as above) because if I put it in the overworld via the layer 1 event editor I cannot link it and the star in the special world (the ability to link the stars only works in Layer 1 16x16 editor mode). If I try to make it a star that only becomes visible on an event it never becomes visible and I have this weird issue where there's a level 0 where the star is supposed to be. I can live with the star being visible from the beginning but was wondering if there was a way to fix that one issue by linking the two stars but also keeping the overworld star invisible until the last special world level is beat. (I could have also just missed how to do this in layer 1 editor mode if I did thats on me lol). Thanks again for the help with everything.
Hi,

I've been building my overworld and creating small levels to test pathing and what not. I've noticed after I've added the SA-1 patch that when I get to a level where I have it save the game after beating that level and I restart from that save file the overworld looks like there's garbage data and you cant move mario but you can go into a level and its the bonus level where you're permanently stuck and there's garbage data in the level too. I'm fairly certain memory is being corrupted somewhere but not sure if this is a known issue with the combo of patches I have below.

This is what the overworld looks like after loading the save


Here's the versions of what I'm using.

Lunar Magic - v3.40
SA1-Pack - v1.40
SRAM_BWRAM_plus - v1.3
retry - v2.06c
Thanks, yeah luckily I have a backup of a good known state of my hack I'll have to move everything over to a new copy.