I have a little problem with hdma right now, and that is that it's not fading away when reaching the goal. I was thinking of just removing the fading effect on normal levels, which "worked", however, i just realized that when i get a gameover, the hdma stays in place and overrides the black screen from the gameover.
Can someone tell me how to make it fade away, or at least not appear on the gameover screen?
Is there anyway to make every tile that is 200 to now use the tile C00 from map 16 for example, i say this because i need specifically to use page 2, so im moving everything to page C, but the levels still use page 2, any way to change this, or do i have to redo the levels from scratch?
Oh thank you, now i can use those slots that seems that i could not change
SO i haven´t had that same problem, and i don't think you will see this, but:
1st. Have you saved the map 16?
2nd. Did you follow correctly the steps?
3rd. DId you put UberASM?
4th. Are you doing it in a clean ROM?
I am NOT an expert, but you should have forgotten something...
Have you tried a Star?
Have you tried to modify the CFG or JSON with PIXI?
I don't really know how to do that.
So.... I have been wanting so when you collect all 5 yoshi coins, some palettes change, for example, in my first level, i want the red berries to look Yellow, which works, and when you exit the level, that palette stays, but that doesn't happens, instead, whn you exit, the berries become red once again, is there a way to change this?
Oh, Thank You.
How do i say this? So, for some reason, if i put this custom trigger on 2 different levels, when i beat my first level, it will stay when i enter again, however, if i beat it, and go to the next level, the changes that would be for the 2nd level, apply because i got the 5 coins in the first one..... Do i need to make an ASM for every level, or is there a way to avoid this?
By the way, how can i turn it into a One Shot
I tried to find some falling leaves graphics, but I couldn't, so I tried to create them myself, however, now I ran into this problem, how are layer 3 graphics supposed to work in Lunar Magic then? It would be very helpful to find out in case a similar situation arises.
P.S.: Are there any graphics I overlooked?
IMAGE
Yeah, I just found a cluster sprite for that, i was searching in the graphics section, and clusters are in the sprites section, it seems... Anyway, Thank You
It is not as bad, but is there any way to edit the map 16 that is highlighted in the image?
Same thing happens to me, even the fact that i used palette F and color Purple, i could not find a solution, so the Parakoopa acts like a Blue, and i did NOT put any green or red koopas, only blue and yellow... The reason i found this was because i was trying to find a way to make the Koopa of the dissasembly for Koopas, their shells and the disco shell spawn a custom shelless koopa AND make it not appear the original color.
I have a very BIG problem, so in the delevopment of a level, i had the problem of needing SA-1, so i had to port everything to a clean ROM, Now i want to make a Small demo for my Hack, just one problem: The patch that disables the goal fading is no longer working, i don´t know why it´s happening, but i can assure that there is something wrong... the only reason i am using this is because in the goal fading, HDMA background do NOT fade, and i don´t want to make it look strange the end of a level...
So if anyone knows how i can make the HDMA fade or fix the problem of the patch i am having, Thanks
Honestly, i was gonna use Lx5 Bubble Flower, Hammer Suit and Blue Shell, however, most of my problems in the making of my hack have roots with the custom powerups, i am to the point of thinking of removing them, since almost every level is NOT based around those + it would remove a lot of interactions causing problems and free 8 colors, which is not a lot, but once i had SO MANY problems with the fact that i did not had enough palettes to make what was i gonna do... Not a criticism, just a Story, and by the way, at this moment i am doing that... porting everything to a clean ROM, if i had less problems, i would surely add them, but for the moment, i don't think so...
So i am having a problem with enemies dissapearing or even glitching: here is an example:
Even thought there should be 2 red Koopas there is Only one, there is even times when there's none, when i stomp them, they don't exit the shell, and even one time a shell with garbage graphics appeared.
Also seems to happen if i go past the midway point without dying.
I have gotten the same error in another level, and it seems that most likely it's the Hammer Bro, since ii is present in both levels with this problem. Still, i am gonna pass every Custom sprite in the level in case it's actually other sprite:
Dissasembly of the Koopas
Custom Venus Fire Trap Pack
Hammer Bro
And That's it
I'm also using SA-1 (2MB)
That is what i've been thinking, and it is most likely the hammer bro, but it could also be a combination of all of them... I Will try and come with news
It seems that it was the hammer bro, while in one level i removed a party of them, in the other i split the level in sub-areas. That may explain why i saw more than 8 hammer Bros in other hacks.
No, i had not used Sprite header 08, but i got the idea of splitting the level in half with a pipe... but thanks for the reminder.
I dont think it is a glitch of SMW itself, but probably due to a custom enemy, with the main suspect being the hammer bro, especially since in levels that i have with tons of enemies, all of them appear as intended.
Hi, so i have been using a sprite that in my case, the values that generally change are Ex Byte 2 and Ex Byte 3, I am trying to make the sprite currently from X/Y defines for the way it looks in the editor (And acts like) to Extra byte defines... however, Is there any way to make ituse something like Ex Byte 2 or 3 for this define, or even Ex 4 instead of 1?
By the way, the sprite in mind is the Kaboomba, and here are some of the values: