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Posts by mason

mason's Profile → Posts

Originally posted by AppleBoy54321
Originally posted by Katerpie
Originally posted by AppleBoy54321
I'll stick with regular SMWCentral.

In the future the legacy theme will no longer exist, if that's what you meant.

Nah, I'm just gonna straight up stick to this SMWCentral. Not the one displayed here.


What Katerpie’s saying is that eventually “this” SMWCentral will no longer exist at all, so you won’t be able to use it when that time comes.
Thank you, S1Z2.

For now, I'm going to mark this as completed, given that no other feedback has been forthcoming. Feel free to respond to this thread or PM me with your thoughts.
As long your PC recognizes it as a device, you should be able to go to your emulator, open the remap inputs window, and then begin pressing the corresponding buttons on your controller.
Originally posted by Luigi_Fan
I already said nothing happens when I press a button on the controller.


It was unclear to me whether you knew to map inputs in an emulator. Perhaps it would be easier to get specific help if you could provide details about the controller and which emulator you're trying to use it with.
Yes, the only required patch/asset is infinite lives.
I don’t believe Overworld information can be stored to a file. I think your best bet would be to have two instances of LM open to copy all of the layer 2 tiles, layer 1 tiles, etc. between your ROMs.
This is just the way that koopas work in the original SMW. They flop around for a while, and during that state, you can kill them by walking into them. After a short while, they'll flip around, and then you can bounce off of them.

Alternatively, the blue-shell koopa will not have the flop around state, it can be bounced on as soon as it stops moving.
This FAQ will show you how to do it.
Originally posted by AppleBoy54321
Is it possible to remove sprites?


Simply remove them from the list in PIXI, then run PIXI and they'll be removed automatically. Make sure to delete any instance of these sprites in LM before you do this, as it can sometimes mess some stuff up.
Originally posted by MrMartley64
I make a simple block in Blockcreator out of sheer boredom, and inserted it into GPS. However, I don't know which behavior to set my block to to get it to do the function I inserted. How do I find out which behavior I assign the block to?

It’s entirely up to you, depending on how you want the block to function. The most common choices are 130 (cement) and 25 (air). What do you want your block to do?
Originally posted by Doopliss
So, I want to use this sprite and change its tilemaps, but I don't know anything about tile numbers. Is there a tool or something that allows me to see what numbers correspond to which tiles in SMW's gfx?


The define for the tile used references the top-right corner of a square of 8x8 tiles (could be just a 1x1 square). The numbers in the define are the same numbers as the location in the 8x8 tile editor, so just input the value you want based on that.
Wow, thanks so much everyone! That was a ton of fun, loved seeing all of your entries. Thanks to Anorakun and the judges for organizing this!

@qantuum, the alien + ship are for the Amazin' Flyin' Hammer Brother, and the cows are the hammers that it throws!
Looks really cool! I thought there were a lot of interesting ideas in the castle level you posted a video of, I'll be sure to be on the lookout for more!
Originally posted by Isaque World
Hey guys, does anyone have thisif you have this link, fix this link and send it here, please, I beg you. and also correct this pack, I hope you know the right spcs that come from these videos here


It’s kind of impossible to help you when the first two links are broken and we don’t know what they’re supposed to be. Additionally, what are you looking for from the YouTube video? It seems like it’s an entire soundtrack!
There's a tool, hosted here, which'll convert an SPC to an MML, the raw note data. However, you'll have to find samples (or work with vanilla samples) yourself.

Additionally, for any song to get accepted here, the MML data will need to be optimized to reduce insert size, I would recommend checking out Wakana's Music Porting Tutorial to learn how to do that.
Hey there. I claimed your request back when it was in the Music Request thread. Sorry it’s been so long, I haven’t finished it yet. But! I expect to finish it this week.
You'll have to sacrifice some location for it, i.e. there's no one "best" spot for it to go. For me, an obvious choice was having my ExAnimations overwrite the bush tiles and the diagonal pipe tiles in GFX15 (or GFX17? I don't remember), as they both take up a lot of space and I knew I wouldn't need to use them.

Otherwise, if you need both of those assets, and all BG slots, it sounds like you might be best off doing it level-by-level to overwrite things you don't need in a particular level.
Name:
Improved OW Yoshi Coin Checker
Type:
UberASM
Description:
A version of the Yoshi Coin Checker (which displays on the Overworld) that is compatible with the RAM addresses in the Individual Dragon Coin Save patch (hopefully also SRAM+ compatible).

Thank you!
Hm, it definitely inserts fine, but there’s a note at the top saying it’s not compatible. The issue I’m having is that it won’t actually verify how many dragon coins I’ve collected in a level (all of my levels have fewer than 5 dragon coins, and when I got all of the dragon coins in a particular level, it didn’t change the OW border to the coin graphic.
Hmm, I see. I have levels with 1, 2, and 3 dragon coins, so I suppose further customization would be required.