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Posts by Majora252

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I was just wondering if it's possible to extract the graphics from a patch and how to do it.
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@Umbra

To make a pipe lead to another level, select the blue door and check what screen your pipe is on. Then click the first of the foor doors, select the screen the pipe is on and enter the destination level or secondary entrance below.

Example: I have a pipe on screen 0A and I want it to lead to level F.

I select F as the screen entrance and then enter F as my destination.

(If your using a seondary exit than make sure to check off the box below your destination)

Also, if Mario doesn`t come out of the pipe inbthe next level, than place a pipe at the begging, chose the door with the 1 on it, change Mario's starting position with the drop-down menus, and near the bottom select (Enter Pipe Type Hear) Exit (Enter exit direction here).

The proccess is the same for doors.
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Did you apply any patches? Some patches can mess up certain graphics. For example, when I applied the the six coin counter to my hack it screwed up the item box GFX and I had to use status bar editor to fix it. And for your overworld problem, make sure you start a new save every time you test it and don't load any save states.
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@Umbra

For linking overworld pipes, select the first one and choose the exit index, or where your exiting from.

Below that, select your destination map and coordinates.

Then select the second pipe and for exit index, use the destination index from the first pipe and and use the exit index from the first pipe as the destination for the second pipe.

Example: I want a pipe leading from the top of chocolate Island to the bottom-right of Valley Of Bowser. I select the first pipe and set the exit index to "04:0O120O17 Overworld Map" and for the destination I select "0B001C0009 Bowser's Valley". Then on pipe number 2 I have the exit index at "0B001C0009 Bowser's Valley" and the destination "04:0O120O17 Overworld Map".

Unfortunately you can't create your own coordinates so you can't place them wherever you want. If you don't know coordinate than you'll have to guess and then test it a few times.


P.S. Sorry about thinking you needed help on level pipes.
I should read more carefully next time.
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OK, thanks.
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For your second question, you could edit the koopa GFX to look like a buzzy beetle, you could create a custom sprite, or edit a byte for the rom.
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Make sure the block acts like a ceartain block in the map16 editor. You should make your coins act like normal coins and see if they work.

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Hmm.. I don't know asm that well, but maybe you should try replacing LDA t_XSPEED_HAMMER,y ; | and LDA t_YSPEED_HAMMER,y ; | with something about your custom sprite y and x speed because "Hammer" might might confuse the game and make
the koopa either throw hammers or nothing. Be sure to make a backup copy before though just in case I'm wrong.
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Does anyone know how to make it so when you defeat a custom sprite, it displays level message 2? And I don't want it to display when the sprite is off screen, I want it to be displayed once the sprite runs out of HP.

Example: Lets say I'm using yoshicookiezeus's homing thwomp boss. I want to edit the code so that once the instant the boss is hit the third time (It's HP is now gone) it displays message 2.
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Thanks yoshicookiezeus!!
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Its not possible normally (Or at least that I know of); it would probably require a custom block.
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Here is the bug I found: When Mario is being launched out of a diagonal pipe he goes through solid blocks just like they're air! Does anyone know how to fix this?
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If you want more messages in a level, I think there`s a custom block for it. You could also use NPCs and Romi`s newly relesed Variable Width Cutcene tool. NPCs display messages from different levels and you can edit their GFX to make them look like anything you want, and you can use Romi's VWCT to put interactive cutcenes in your hack.

NPCs version 3 can have about 32 messages per level while Romi`s VWCT can have over 200 cutcenes per 1 sprite.

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Did you remeber to press F9 to save the map16 data back to the ROM?

Its a common mistake.
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If you die in the title screen and intro, edit the intro level (C5) and make sure there are no pits, enemies or anything that can harm you. For the title screen either edit it (I think its level C7) until mario makes it through alive or create your own title screen movments.
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When editing layer 1 things you need to create a new file in your ROM. Also, make sure the level is set to activate your event when passed, and the next level is set to reveal itself on that event.
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Make sure to extract the graphics first (red mushroom). Also make sure that under options the "Use joined GFX files" has a check mark beside it and click it if it doesn't. And you should save your ROM at least once before editing GFX, using custom sprites, ect.
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