Don't forget to uninstall title screen recording ASM if it was used or you get glitched paths.
Posts by kirbyeatsbomberman
kirbyeatsbomberman's Profile → Posts
I thought that dsx.asm has been repointed to work with fastrom or another commonly used patch (cant think of any right now).
Red dots mean the level has a secret exit, yellow means it doesn't, and size is just decoration.
If the sprite disassembly has things like STA.w or LDA.b does that mean it has to be assembled with xkas?
Originally posted by Shy Guy's Stash
Ok what the hell am I doing wrong?
3. I set it up like this(bonepile for your info!)
31 20 bonepile.
3. I set it up like this(bonepile for your info!)
31 20 bonepile.
You do have tabs in between the numbers and text instead of spaces?
Why is it that when I use what is supposedly Romis spritetool, it says its mikeyks and it still assembles my new sprites with TRASM? Is there a problem with the link or something?
When I extract it it asks to replace the spritetool.exe that is already there and I say yes (The applications are the EXACT same size in bytes which is suspicious). I also copied the xkas in my other folder to the spritetool folder.
It does contain xkas, I just didn't use that xkas because I already have one.
Its just like the spritetool just doesn't want to use xkas, it keeps saying 'running TRASM' even though I have 'use xkas to assemble' checked.
Its just like the spritetool just doesn't want to use xkas, it keeps saying 'running TRASM' even though I have 'use xkas to assemble' checked.
There are 2 different sprite boxes displayed, the one displayed in the Lunar Magic Custom Collection is saved as a .mwt file which resides in the same directory as LM and can be edited via notepad.
It doesn't have to be saved to the custom collection box to have the right description so you can miss that step out and see if it works with the manually inserted sprite.
EDIT: What are you after anyway, correct graphics or the description?
EDIT: What are you after anyway, correct graphics or the description?
Originally posted by Meirdent
The sprite has to be on screen 00 of the level with the x and y positions as 7,7 (bottom left corner) when you press ctrl shift and f12.
Originally posted by Bdswim
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Hopefully this is going to be Display Case'd fast... I don't want to read through even more of this, with tons of new posts to read every minute.
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