Whenever I use Blocktool Super Deluxe to insert a custom block, all inserted blocks except the sticky block and sensitive blocks (both Mario and Enemy) crash the game on any contact ant the graphics become corrupt.
What am I doing wrong?
(besides not inserting them into a clean ROM, I don't see what difference that makes)Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
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Whenever I try to access the SMWiki I get a 403 error...
What does this mean?Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
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Stickyblocks.asm Sensitivemariosolidsprite.asm both work perfectly fine.
sensitivespritesolidmario.asm works, glitchy, but never crashes.
all else crashes on any contact and colours go weird. Also don't have descriptions with or without the file (Tooltips say they're still the default tile)
I don't know ASM, so I don't know what to look forLet's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Some countries allow taking copies of your own legally (i.e. you bought it) acquired media (music, games, movies, etc.) for backup purposes, which means that you may dump the ROM image yourself. This is the only legal way to do it, though.
In Australia it's completely illegal. Also in Oz it's illegal to lip-synch.Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
I don't know ASM though...Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
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2- I think so.
4.1- I'd assume so, if you selected the 8X8 tiles individually instead of copying the 16X16 ones it should work without any trouble.Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
The issue/bug is, when I go from the overworld to a level, the block works perfectly, but it doesn't work if the block is on a "sub-level" (I think you may understand this, but in case not the ones you enter from another level, but NOT from the overworld). So I ask if someone knows why this happens, and how can I fix this.
I know no ASM whatsoever, but memory is refreshed when you go between levels, which is a likely cause of the problem. A similar thing may have caused this glitch: [url=http://trsrockin.com/smb_glitches.html#SMW]Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Lunar Magic is seriously playing up. I want to import Map16 tiles but it won't let me! It will only load from files that I exported from the same ROM and if I do import such files it doesn't do anything!
What am I doing wrong, am I not using a clean ROM or something?
If I try a clean ROM it can only insert over page 0.
What am I doing wrong??
Edit:
Is this right? sure doesn't look right...Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Nintendo loosely followed the level order for events, but they didn't do it for the actual levels themselves.Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
When you hit a block from below and there's a coin directly above it and when you hit the block you get the coin. I think this already happens and the place where the coin was turns into an invisible solid block.
Why is that, anyway?Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Originally posted by FAQ
Question: Lunar Magic says that the Rom lacks a 0x200 byte header. What do I do?
Answer: Add (don't overwrite) 512 bytes to the beginning of the Rom with a Hex Editor. If that's too complicated for you, I suggest redownloading the Rom.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
There was one forced power-down like area in the original SMW, in Vanilla Fortress, there was a route only small Mario could take. That's not really a forced power-down, but it works the same way.Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
(restricted)
I got this from a Youtube video, which I think could be done. A baby Yoshi with a different palette, perhaps palette 8, that spawns a key when it eats five enemies/powerup.
It could emerge from a Yoshi egg. (So if a new switch block is possible, surely a new berry must be possible too)
Obviously, no new graphics are needed.Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Originally posted by Ladida
HyperHacker: Its tile 152
Anyways, It seems that whatever block is used to replace the coin, then that same block also replaces the block that is hit during the bounce session. In SMW's case, the coin is replaced with a solid block, so the block that got hit is also replaced with a solid block. In my case, a tile 25 block replaces the coin, so a tile 25 block replaces the block that is hit in the bounce session. I have yet to found what is causing this, or where the routine is at, so any help is greatly appreciated.
SNES ASM can only result in one block type resulting from something happening, especially if they're on different pages. Try moving tile 152 to slot 1D or 1E and see if that helps. If not, it's the ASM format, and fixing it is physically impossible.
(This coming from a guy who knows NOTHING of ASM!)Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Sprite 85 appears to have two graphics tiles, one (0x2181)superimposed over the other (0x2001). Is this worth disassembling the sprite for?Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Originally posted by Kernigh
A new Yoshi is possible. I recall one time with the original Super Mario World in the real Super NES, when I lost Yoshi, almost caught Yoshi, hit the goal without Yoshi, but found that Mario rode gray Yoshi at the map screen and in the next stage. There must be a way to make gray Yoshi, though I know not the way. I know through Anomie's Register Doc that the SNES keeps color in CGRAM, so maybe there is a way (through 65816 assembly language) to replace the Yoshi color in CGRAM with gray.
That was a palette error.Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
No, it works on both layers. Even I'm a little confused by that post, yoshicookiezeus.Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Captain Falcon:
I just said it was LIKE a forced power-down. Like if that was the only way to go. But it isn't, it still needs you to be small Mario.
Sort of what you said.Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
What about the OMFG Base Set? It needs 3 1/2 pages of Map16 but most of the tiles are rather samey so it can be easily trimmed down to a better size.Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel