Banner
Views: 865,469,175
Time:
12 users online: chrisg_games,  DeppySlide, FLIO, Fullcannon, Gammed Z, Golden Yoshi, MegacesarCG,  Nameless, orka-bln, Shoujo, softandwet, Sokobansolver - Guests: 77 - Bots: 78 Users: 47,956 (2,101 active)
Latest: Gust_64
Tip: If it's possible to carry a tileset-specific sprite (such as a Buzzy Beetle or Bob-omb) through a pipe, make sure it has the correct graphics and sprite palette on the other side!Not logged in.
Posts by Mikelan
Mikelan's Profile - Posts by Mikelan
Pages: « 1 »
The problem is when I try to add the sprite in lunar magic. A pink koopa appears instead of the original sprite. Some of the sprites I already inserted work.
I saw this in another post but is not working for me, probably did something wrong. If you can explain me how to do this that would be great:

There's a bug in asar which causes PIXI to softlock on some roms.

To fix this run the tool via command line with -npl

Code
pixi -npl <rom name>


Note that you will not have the per level sprite features since those use code that cause the softlock in asar. Since barely anyone even uses those it probably doesn't matter though


I'm kinda new with lunar magic so please try to be really specific if you can. Thanks #tb{:)}
I already know how the bits work, I don't think that is the issue because as I said the some of the other sprites I inserted work perfectly. But thanks for answering.#tb{:j}
SMB2 Mushroom Block Is like a combination between a block and a sprite, I inserted the block and the sprite but is not acting like how is supposed to. How do I place them in lunar magic, am I supposed to only place the block or both the block and the sprite? Please help #tb{O_O}
I can't believe I missed that part, I'm so dumb lol, that kinda worked now the issue is that I can grab it, but after I put it on the ground I can't grab it again. Maybe is related to this part:

!SprNum = $45 ;number of sprite portion of mushroom block
!LimitPickup = 0 ;if 1, block cannot be picked up when a mushroom sprite is active on screen. attempts to avoid glitches with multiple mushroom block sprite portions in the same place.

!FreeRAM = $0F64|!addr ;One byte of free RAM used to determine if block can be picked or not. Make sure it's the same address in the sprite portion.

what am I missing? #tb{''} oh and thank you for replying.
Basically that's it not sure what's the reason, the blocks I'm using act as the grey stone blocks and also I'm using them in a layer 2 level not sure if that matters.
Or is it normal for the magikoopas to act this way?
Originally posted by Katerpie
Actually it matters. Apparently magikoopas and layer 2 don't match for some dumb reason... so yeah, you may have to stick to a layer 1 setting for these. It is impossible to circumvent this.

Oh really... that sucks, I guess I can use a different sprite. Thanks for answering #tb{:j}
Originally posted by Thomas
Well, it's not really impossible. It just takes a bit of recoding to fix it.

Here's a quick patch I threw together to try that, it's not super thoroughly tested though so no idea if there'll be an issues with it, but it *should* work:

Code
!1588 = $1588

if read1($00FFD5) == $23
	sa1rom
	!1588 = $334A
endif


org $01BE45
	autoclean JSL CheckWallsAndFloor
	BCS +
	RTS
org $01BE4F : +
	
freecode
CheckWallsAndFloor:
	CLC
	LDA !1588,x
	BIT #$04
	BEQ .nope	; not on ground
	AND #$43
	BNE .nope	; inside block
	SEC
  .nope
	RTL

I'm kinda new with lunar magic, how do you apply a patch, with asar?
well didn't work, but is fine
Pages: « 1 »
Mikelan's Profile - Posts by Mikelan

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy