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Posts by KartMario
KartMario's Profile - Posts by KartMario
Pages: « 1 »
Name: KartMario
Song I Would Like Ported: Vanilla Lake BETA
MIDI File: http://www.vgmusic.com/music/console/nintendo/snes/BL_smk_vanillalakebeta.mid


Name: KartMario
Song I Would Like Ported: DK. JR BETA
MIDI File: http://www.vgmusic.com/music/console/nintendo/snes/BL_smk_dkjuniorwinsbeta.mid
I would LOVE to see Mega Man II (GB) get finished.

The remaining tracks are:
Title/Wily Station
Boss
Cast List
Cast List BETA

(The weapon get theme is a straight port from MM3)

Also, its Clash Man, not Crash Man.
When I make changes in the Sprite editor, save states become messed up, and even when using a save game, some battle animations (such as Dodo and Smithy) are messed up. Also seem to be some event issues in the latter part of Smithy Factory.


Also, in the World Maps editor, if I try to change the assigned event #, it gives an unhandled exception.
1, 2. I have tried changing the permuation of the Jester, and also tried editing the color pallete of the default permuatation, to make him resemble Dimentio.

3. In each case, I was on Sprite #0, Mold #0, Sequence #0

4. Yes, but the problems also occured on a fresh ROM.
Any idea when 3.5a is going to come out?
Yes, I mean mold.
Need to mention that the sprite issues do NOT occur in 2.5.
Is there any way for Bowser to appear normal looking in the final battle, like on the DS?
Originally posted by Vinnyboiler
Originally posted by KartMario
Is there any way for Bowser to appear normal looking in the final battle, like on the DS?


It's possible but their isn't really any easy solution to it at the moment. It's more high level hacking stuff, I'll try to help you out with that if you really want it though, but I personally think it will be too much of a hassle.


I do have an interest in it.

VinnyboilerEdit: I just edited in the quote so people knows what he was referring to.
Would still like some help on my Bowser question.
Still waiting for help on my Bowser question.
Wanted to ask again if there is any way to make Bowser appear normal in the final battle.
Originally posted by Kazeshin
Originally posted by JohnsO
how to get the tilting bridge from bob omb's battlefield in a custom level?
i tried every object bank in the importer but in TT it wasn't there
(i searched for the object combo 147)


it's an object that is just available by setting the 0x0E bank to bob omb battlefield
____________________________________________________________
Originally posted by Blakeoramo
how do you set up warps and warp pipes in custom levels?



with 0x26 commands (toads tool does this for you)
open your rom in toads tool and click on 0x26 warp destinations.
there you can set up warps.
if you set warp id 0: castle grounds->1->10
and place a pipe with bparams, so that it's got warp id:0.
if you now jumo into that pipe, it will warp you to castle grounds->area 1-> warp id 10.
place a pipe with warp id 10 or a "warp mario start" into castlegrounds or the game will crash, cause it has no destination.
__________________________________________________________________
Originally posted by KartMario
Wanted to ask again if there is any way to make Bowser appear normal in the final battle.


yes, use the 0x0D object bank and select bowser.
i'm not quite sure, if he will act right, guess you've got to do that with asm, i may try that later.

But doesn't it already use that object bank? I want him to appear without the lighting, as in Super Mario DS.
Name: Link to the Past - GBA Quest Log

Sampled: yes

Source: https://www.youtube.com/watch?v=0UvjSyJ-lpo
Name: Link to the Past - GBA Quest Log

Sampled: yes

Source: https://www.youtube.com/watch?v=0UvjSyJ-lpo
Pages: « 1 »
KartMario's Profile - Posts by KartMario

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