Actually, when I tried using the fast auto-scroll, for me it didn't stop at the last screen and things got kinda ugly. I wouldn't use the fast auto-scroll at all, but that's just me.Your layout has been removed.
Really? I thought using all events gives us 120 exits exactly.Your layout has been removed.
Yes, there are other "misc" tracks that change P-Switch and such, but it will not affect the title screen. This should help:
misc1 = Mario loses a life
misc2 = Game Over
misc3 = Boss Clear music
misc4 = Level Clear music
misc5 = Star music
misc6 = P-Switch/Directional coins
misc7 = Bonus Game Clear music
misc8 = The music when Mario brings a Yoshi egg out of the castle
As for title screen music, I used a hex-editing program, in this case, Translhextion. The offset value is 018C7, so change the number to whatever track number you want, but it must be overworld music.Your layout has been removed.
I don't think so... I'm pretty sure 120 exits is the limit. Ask a moderator or someone. Ragey, I can assure you that you have up to 120 exits to work with. Trust me on this.Your layout has been removed.
Originally posted by the_albatross
I have had some trouble with certaing blocks. I was inserting some blocks that were in the original block tool into BTSD. I tried inserting appearing/dissapearing block number 1 and number 13. I left the reloc offset field blank just as I did with other blocks(that worked). When I inserted them, and put them in my hack, the game crashed whenever mario touched either of them. Same with the Changing block. I even put in the reloc offsets that were the originally in the normal blocktool. If someone could help, that would be great!
That's funny, I used these blocks with BTSD in my hack and when I tested them, they worked fine.Your layout has been removed.
what about carol's addmusic?Your layout has been removed.
with proper uses of ExGFX or replacing original GFX, you could make the overworld heavily resemble the actual Kitchen Island.
Want this to use as a base? It can be colored based on the image you have:
Just a thought, really. I've replaced overworld graphics before to make my own overworld and a few submaps for a hack my brother is working on.Your layout has been removed.
Not to worry. My hack's latest copy has stuck with the use of carol's addmusic.Your layout has been removed.
Name: The Thunder
Song I Would Like Ported: Hornet Dance ~ Hornet Man Stage - Mega Man 9
MIDI: http://www.vgmusic.com/music/console/nintendo/wii/mm9_hornetman.mid
It's one of my favorites. Thanks!Your layout has been removed.
Not to my knowledge, no... unless you count the Layer 2 Falls sprite. If you add foreground to Layer 2 and then place the sprite in the level, the foreground would then start to "fall". Of course, the level itself stays on one screen, so that has to be taken into consideration. Does that help?Your layout has been removed.
Layer 1 events are usually meant for events in which Mario moves to a different submap/overworld and the changes happen on the same submap/overworld as his destination.Your layout has been removed.
As a start, you'll need a BlockTool program to insert them into your ROM. I would highly recommended using BlockTool Super Deluxe, which I believe can use both BIN and ASM files. It should be in the Tools section.Your layout has been removed.
Calvin, sometimes what I'll do if sprite slots don't work out, I look into their ASM file and change the graphic tilesets by looking at Lunar Magic's 8x8 tile editor and using it as a reference. From there, I decide where I want the sprite graphics to end up. Of course, it meant changing the graphics using YY-CHR. I probably used this method twice.Your layout has been removed.
I don't think 16x16 tilemap pages are extracted for editing with YY-CHR. At least, I don't think they are. To add graphics, make a copy of a GFX or ExGFX file and open that with YY-CHR, and then add your graphic in that file wherever you see fit. Does that help?Your layout has been removed.
I think I have the fastrom patch applied to my hack and it's working fine so far. Well, what I did was start with a new ROM and inserted custom blocks using only BTSD, not touching the original BlockTool. I don't know if that's a factor to consider, though.Your layout has been removed.
Originally posted by The Thunder
misc1 = Mario loses a life
misc2 = Game Over
misc3 = Boss Clear music
misc4 = Level Clear music
misc5 = Star music
misc6 = P-Switch/Directional coins
misc7 = Bonus Game Clear music
misc8 = The music when Mario brings a Yoshi egg out of the castle
This is for Carol's addmusic. You name a custom music TXT file one of the above and then insert it and it replaces whatever music you inserted custom music for. I don't know a thing about Romi's addmusic because I've never used it before.Your layout has been removed.
I thought multiple Banzai Bills could only appear if the No Sprite Limit patch is used or something.Your layout has been removed.
Well, I'll try. First of all, to use Carol's addmusic, your ROM should be in the same folder as the addmusic file itself. If you download a version from this site (there should be one in the Tools section), it should come with a folder named "music". If you have a custom music TXT file for replacing P-switch music, you would rename it misc6 and place it in the "music" folder. A custom music TXT file named misc5 will replace the star music. When you're ready to insert the music, open up addmusic and type the name of your ROM (.smc is not necessary) and all other custom music data will be deleted and the new music data will be inserted. That's the most I can explain it from using it myself.Your layout has been removed.
I heard that BlockTool Super Deluxe can use both BIN and ASM custom block text files. In fact, most of the blocks that come with the original BlockTool can be inserted with Super Deluxe and they function the same way. BlockTool Super Deluxe isn't that hard to use. File > Open is for loading your ROM. If it's for the first time, you'll be creating a file that contains custom block data for your ROM. These files should be kept in the same folder as your ROM, at least that's what I've been doing. Data > Edit database opens up a Block Data tab and from there, you click Add to create an empty spot, in which you'll want to type in the block name, description, file path, and reloc offsets (for BIN files only). When you are done, click OK and click File > Save to save your custom block data into your ROM.
I think any ASM code would be provided with the custom blocks you download. It's just that inserting ASM text files via Super Deluxe is actually kind of easy as opposed to BIN files, where you have to type in the correct offsets. Does that help?Your layout has been removed.
Are these red path exit tiles? I think I had similar problems with them sometimes. First of all, make sure the "direction to enter from" is correct. For example, set the direction to right if the path leading from the red path exit tile is going right, left for left, bottom for down, and top for up. At least, I think that's how to goes. Also, I don't know if this will help, but I've tried setting destination points on all red path exit tiles I was using. If all this doesn't work, then there's another missing step, but I have trouble remembering what it is.Your layout has been removed.