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Posts by kirbyeatsbomberman
kirbyeatsbomberman's Profile → Posts
You find the individual pieces by opening the Add objects window and scrolling to Direct Map16 access. Scroll down with the arrows and you'll find the pipe segments in one of the pages.
Is that for Layer 2 background?
It says Layer 2 (BG) scrolling rate.
Layer 2 is either a background OR a level, the properties of how it scrolls is in the other properties (fish) box.
Layer 2 is either a background OR a level, the properties of how it scrolls is in the other properties (fish) box.
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Lovely stage, is there anyway to reset the level if you don't outrun the P-switch and get trapped?
There is a button at the top which shows paths (it looks like a green path), if there are no paths around Mario, add some thorugh Layer 1 editing (the Ghost house button) and adding them through 16x16 editor. (Because you pressed view paths, the invisible tiles at the top show what paths they give you.)
Make sure the paths connect properly too.
Make sure the paths connect properly too.
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I'm using Romis, and my value is 58 instead of 9C too.
Did you put in the level header for layer 2 to interact as yes?
Thats only if you use two boos instead of one; the second boo would be randomized.
You need to play a level in your emulator and save state whilst in the level. Then in YY-CHR press "Import palette from savestate" (Top right corner) Then choose the savestate you created (normally in the format of .zst or zs#, # being number from 1 to 9). Then you can scroll through palettes (arrows in the bottom right corner in the palette box) until you find the palette for the enemy you are editing.
Enemies use different palettes so you wont be able to get all enemies to look like they would in-game at once, just using a certain palette.
Enemies use different palettes so you wont be able to get all enemies to look like they would in-game at once, just using a certain palette.
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He means when you press the Marios head button, what number level type is it. It should be 02.
Maybe use the custom sprite that ends the level when all sprites on screen are killed?
EDIT: Ninjad
EDIT: Ninjad
If nobody has taken it (I don't know what DreamlandProductions has got dibs on), I'd like levels 3* and 40 please.
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Do they appear when you remove the sprtie that causes them to sink?
Are you using Layer 3? If so, don't use tides.
Here
In the patches section, it is called MORE.asm, some people miss it.
In the patches section, it is called MORE.asm, some people miss it.