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Tip: Make sure that ALL exit-enabled pipes, doors, etc. have a screen exit defined, or they'll take you to Level 0, the "endless" bonus game. Unless Start+Select is enabled, the only way out of it is to reset the game.
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Posts by leod
leod's Profile - Posts by leod
Pages: « 1 2 3 4 5547 548 »
I cant see any fails. Except of the fish stick graphics FISH STICKS theres nothing to say. I cant see any changes on Marios pallete and I think the Hills should look like they look a bit to the side.

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I just dont get how steps 9 and 10 work.. how can I use sprite custom sprite GFX?!

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Uhm.. well my problem is solved.. was my own fault..

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Is any sprite (except Mario) using Marios pallete?

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Could anyone please give me step-by-step instructions on how to apply the Mario/Luigi GFX seperator patch? (I know how t apply normal patches and kno the freespace)

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Ah, okay Ithats good, because I just wanted to Edit the Red Colors.
I think they are to purple like.
Another Quetion: In the Seperate Luigi Graphis 2.1 theres some freespace required, and normally its easy to find, but it says not above $xx/A000 and I dont know what this means...
Do I have to use Lunar Adress?
And if yes could someone tell me how to use it? Ive read some tuts but still I dont get how to use it.

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Yes, I think so, because its not Decimal, its so called Heximal (Hex)

My Question: Is it possible to change the pallete of the "Puff of smoke" that appears if you kil an enemy with a fireball?

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When I click on perl a message shows up that says:
"Loading user definition...
Finished defining

Couldn't open miau for reading
Push any button to continue . . . "

My steps:

1. Made a new .txt file in msg folder.
2. Wrote cutscene.
3. Opened list.txt deleted everything and wrote: 01 miau
4. Double clicked on perl.bat

I have installed ActivePerl, but thats all hat its saying.

EDIT: I have saved after I wrote: 01 miau , of course.

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I want to optimize the pallete of the Redrawn OW Graphics,
but I dont know which pallete colour to Edit for THIS:

(The Red-Brown tiles behind the Hillheads)
I tested every colour, but nothing works =(

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@skedar: I tried every colour...

EDIT: Problem solved... I made a custom Hill, because the pallete in the original was wrong...

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Is it possible to use unused RAM space for your own power-ups?
For example, if i write #$01 to $7F:8449 and have a Block, that only lets you pass if $7F:8449 IS #$01, can it be something like the pseudo power-ups?

EDIT: Hey Iceyoshi, I have a question about your walljump powerup: Is it possible to let it not get away after Mario is hit? And also it won't disturb the normal power- ups, so it can get stacked? So that Mario can have Fire power and walljump power?
Like for a story depending passive power up?

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But it is possible, to mak this all with Blocks, or MUST it be a sprite, that writes #$01 to $7F:8449, because I don't know if the RTL also deletes all changes if the Block is leaved once.

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Nah, I think 1 per level are MUCH to many.
I agree with the idea of a "Hidden Item" Topic.

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Thats pretty awsome, because I'm a totally noob in making sprites, so im glad, that blocks are working!

EDIT: Back from School Trip!!

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Again I have one question to the Overworld:

I have made my "Yoshis Island Submap, but when I run the game it looks like this:

And if I press B then it looks like this:

But in LM it looks like this (and should look so in the game):

What am I doing wrong?

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Yeah it does...

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Uhmm.. okay, but now I have another problem:
I made the Map so, that it won't be covered by layer 3, but that has not solved the problem with the black screen (actually layer2 disappearing)!
Now there are only Mario and the House!
And sometimes even ZSNES crashes.
I set the levels this way:

So now I have the question:
Could it be because of patches or something?
I used: Fadefix, Piranha-Fix, Piranha-Fix 2 (the one for Mario not taking damage if coming out of pipe) and the Luigi GFX Seperator.

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Could someone tell me how I can extract the OW, the palletes (OW and level) and the BTSD Database from the ROM? I need to know it, because I want to start again, because I have patched to many patches when I was new to all this, and now there is no Status Bar, and small Mario has a big Hitboxsize and so on....

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Für Mario616, von mir geschrieben:

1. Downloade die ExGFX Datei, die dir gefällt.
2. Nun solltest du eine ExGFX.bin, eine Map16Page.bin, eine Map16PageG.bin und manchmal auch eine Palette.tpl Datei haben.
3. Benenne die ExGFX Datei ExGFXyyy (yy ist eine zahl von 80 bis FFF in Hexadezimal)
4. Stecke die anderen 2 (3) Dataien in den Ordner, in dem auch dein Hack ist.
5. Mache einen neuen Ordner genannt ExGFX auf, der im gleichen Ordner wie dein Hack sein sollte und steck es da rein.
6. Öffne deinen Hack in Lunar Magic und klicke auf den gelben Pilz.
7. Klicke jetzt auf den roten Giftpilz (Open "Super GFX Bypass" Dialog).
8. Wenn du FG gedownloadet hast, gehe auf "FG3:" und scroll runter, bis du dein ExGFX gefunden hast. Wenn du BG gedownloadet hast, gehe auf "BG1:" und scroll runter, bis du dein ExGFX gefunden hast.
9. Jetzt sieht der vordergrund ziemlich nach gar nichts aus. Gehe jatzt auf "16x16 Tile Map Editor" und gehe auf eine komplett freie Seite (ausser Seite 2), indem du mit den Pfeil-Tasten nach unten drückst.
10. Drücke jetzt F3 und drücke "Ja". Nun solltest du schon alles erkennen können. Wenn keine .tpl Datei dabei war, mache weiter bei Schritt 13.

11. Wenn auch eine .tpl Datei dabei war, müssten die Farben jetzt alle falsch sein. Um das zu korrigieren, gehe auf "Level > Enable Custom Pallete"
12. Nun gehe auf "File > Palletes > Import Level Pallete from File...", und suche nun die .tpl Datei. Klicke auf sie und drücke auf "Öffnen".

13. Nun gehe auf "Open "Add Objects" Window" (der Turnblock links), und klicke auf "Standart Objects". Nun solltest du 4 verschiedene Schaltflächen sehen. Klicke auf "Direct Map16 Access [Lunar Magic].
14. Nun drücke so lange mit den Pfeil-Tasten nach unten, bis du die Seite gefunden hast, auf der du die Grafiken geladen hast.
15. TADAAA!! Nun kannst du sie nach deinem Belieben in die Level einsetzen.

Falls es dich interessirt:
Die Map16Page Datei sagt Lunar Magic, wo welches Teil auf der Seite hinkommt.
Die Map16PageG Datei sagt Lunar Magic, wie sich die Teil verhalten sollen (z.B. wie Steine oder Turnblöcke).
Die .tpl Datei sagt Lunar Magic, welche Farben das Spiel hier in die Palleten einfügen soll.

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leod's Profile - Posts by leod

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