There is a custom sprite (I think it is called the lightning generator) which should give you lightning in the background.
Posts by kirbyeatsbomberman
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It cannot be expanded beyond 4MB or Lunar Magic can't open it.
Is it ok if we tweak sprite 96 (unused charging chuck) to be immune to fireballs?
Why do I get this result when I apply the piranha fix patch?
I thought it was meant to fix the graphics.
I thought it was meant to fix the graphics.
I just want the pirahna plant to be like the one in the SMWCP rom as all. I suppose it will do though. Thanks!
So maybe you could use a patch to set them to $00 then?
Maybe you made a bad hex edit or something. You could try porting to a new ROM.
You can port levels and OWs.
BTW it looks like you set the level header to say its a water level but youve also put in water tiles too, you only need one.
BTW it looks like you set the level header to say its a water level but youve also put in water tiles too, you only need one.
You could try what happens if you turn off the water setting and see if it affects your normal jumps.
I actually think you can only enter a water level using the level entrance setting "Vertical Pipe exit down (water level)" as I've never seen a water level not start like this.
I actually think you can only enter a water level using the level entrance setting "Vertical Pipe exit down (water level)" as I've never seen a water level not start like this.
Do you think you could PM me the .mwl file of the level so I could see all of your level entrance settings and header settings etc?
File-->Save level to file
Name the level and it is saved as a file.
Then upload the file to the SMWCantral file bin and send me the link to the file you just submitted.
Name the level and it is saved as a file.
Then upload the file to the SMWCantral file bin and send me the link to the file you just submitted.
It works fine on my clean ROM (oh and btw you forgot to set vertical scrolling to be at will).
I'm sure if you save a level a a .mwl it save the palette so I think your safe there.
If you want to move overworlds, open the overworld of the corrupt ROM, open the new ROM in Lunar Magic, move something so that it lets you save the overworld and it will be saved to the new ROM.
To save GFX just extract them to an ExGFX folder, (after you have converted the originals graphics to 4bpp by extracting and reinserting) and insert the ExGFX with the yellow mushroom button (I think).
If you must, save the palette in the menu where you save levels and click on export level palette and then reimport it to the new ROM. (I wouldn't delete the old ROM incase you mess up the transfer).
If someone can explain this better feel free to explain.
If you want to move overworlds, open the overworld of the corrupt ROM, open the new ROM in Lunar Magic, move something so that it lets you save the overworld and it will be saved to the new ROM.
To save GFX just extract them to an ExGFX folder, (after you have converted the originals graphics to 4bpp by extracting and reinserting) and insert the ExGFX with the yellow mushroom button (I think).
If you must, save the palette in the menu where you save levels and click on export level palette and then reimport it to the new ROM. (I wouldn't delete the old ROM incase you mess up the transfer).
If someone can explain this better feel free to explain.
It would be nice to have a slightly green block to go with those blue blocks. I don't know why, its just a feeling.
If hes using Romis then in the config settings there is a choice of what track to use for the title screen at the top.
If you are porting an OW it would keep its palette as it is using the EXACT same OW as the old ROM.
Code
There is this code too which controls the amount of coins you get.0755E $00:F35E 1 byte Misc. How many regular coins a Dragon Coin gives you
Make sure it doesnt create cutoff.
Make sure it uses a good palette.
Try to replace unused or rarely used GFX tilemaps.
Make sure it uses a good palette.
Try to replace unused or rarely used GFX tilemaps.
Originally posted by K3Blue64
What hex value should I modify to prevent fade-outs upon finishing a level?
Code
03139 $00:AF39 1 byte Misc. Change to 80 to completely disable the fade-out when beating a level.
There you go
Is it possible to tweak a sprite so that a goal post doesn't turn it into a coin when you touch it?