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Posts by GoldPooka
GoldPooka's Profile - Posts by GoldPooka
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In the "Tileset Specific Sprites" section of the "Add Sprites" window.

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Just curious, is it possible to make a hex edit work for only one level? Then it doesn't work for others? Just wondering.

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Use TinyMML, then the TinyMML Octave Fixer. You can get both of these from the tools section. Drag the MIDI file onto TinyMML, this will make an MML file. Drag the MML file onto the fixer to get a new MML. Delete the old MML file. Open up the new MML file with WordPad to start editing.

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The easiest way to do this is to run WordPad from the Start menu on your computer. Once WordPad is running, go to "Open". In the "Open" Window, make sure the "Files of Type:" box is set to "All Documents"



Go to the folder where your MML file is and open it.

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What do you mean? Are you seeing a bunch of letters and numbers? That's all the data for the notes. I could explain what to do, but that would take up this entire page. I would suggest looking at some other songs around here to see how they are set up and downloading this tutorial by SNN.

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All right, all right. But this is the best way I can explain it. For further help take a look at the other songs around here for examples.

*Deep breath*

The lines are probably stuck together so you need to separate them:

ex.
{ Ch 01 ===================================== }
a4b4c4d4e4f4g4; <-You don't need this colon
{ Ch 02 ===================================== }
a4b4c4d4e4f4g4; <-You don't need this colon

When separated:

{ Ch 01 ===================================== }
a4b4c4d4e4f4g4

{ Ch 02 ===================================== }
a4b4c4d4e4f4g4

Now if there's more than 8 channels

{ Ch 01 ===================================== }
(Anything below this ^ is part of that channel)

Delete the ones that seem the least important (Go for the ones that have the fewest notes) until you have 8 channels.

ex.
{ Ch 01 ===================================== } < You would delete this
a4b4c4d4e4f4g4

{ Ch 02 ===================================== }
a4b4c4d4e4f4g4a4b4c4d4e4f4g4

Afterwards

{ Ch 02 ===================================== }
a4b4c4d4e4f4g4a4b4c4d4e4f4g4

Once you have your 8 channels, number them from #0 - #7

{ Ch 01 ===================================== }
a4b4c4d4e4f4g4

{ Ch 02 ===================================== }
a4b4c4d4e4f4g4

Afterwards

#0
a4b4c4d4e4f4g4

#1
a4b4c4d4e4f4g4

Now all you need is a channel header for the song to play. Add something like this at the very top of the file

#0 w255 t60

#0 @0 q7F v255 y10
#1 @0 q7F v255 y10
#2 @0 q7F v255 y10
#3 @0 q7F v255 y10
#4 @0 q7F v255 y10
#5 @0 q7F v255 y10

(V The first channel starts down here V)

The music tutorial you downloaded should explain how to edit the channel header. You can save it in this current state but the instruments aren't set up so it will sound really bad.

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Well, um, you can't really "rotate" blocks per se, but you can use other blocks that are already rotated for you. In your case, instead of using a rotated wide scale ground ledge for walls and ceilings, you could use the walls and ceilings included in the Standard Objects window of Lunar Magic.

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Yeah, P2's controls are always enabled.

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To put it simply, ASM is difficult even with tutorials. Well, it depends. Blocks are pretty easy, but patches and sprites are the most difficult. I personally don't think you should attempt this because even something as "basic" as your sword will require extensive knowledge in ASM. Plus, why would you need a sword? It'd be cool, but it would kind of not fit in a Mario hack don't ya think?

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There's a tutorial for ExGFX right here.

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Every so often, I bump into an obstacle underwater and this happens:



Luigi explodes into a mess of garbled graphics before turning back to small Luigi.

It only happens under the following conditions:

1. I'm holding Down underwater while carrying a sprite and I hit a muncher or spike

2. Rarely underwater when I hit a muncher or spike at an angle

Can anyone help me? I know this is a wierd question, but it is a minor nuisance that is quite noticeable, and I don't know how to fix it!

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Huh? Oh yeah, quite a few, and here they are:

Disable Bonus Stars
Fade Fix
No Sprite Tile Limits
Straight Yoshi Fireball
Wall Jump Glitch Fix
CPU Usage Meter
One File, One Player

However, I have to go with Ramp202, it makes sense. Munchers and spikes never were underwater in the original anyway! I guess I can let this bug slip, it's nothing too bad.

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You have to make your own graphics. All blocks on the site only come with files to insert into BTSD.

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Enable sprite buoyancy. Click the lakitu head and check one of the boxes.

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Does anyone know where I could find a completed sprite command list? There's one by Tanukiftw, but that one doesn't have sprite commands like Reznor (A9) or Bowser's bowling ball (A1). I'm just curious because I want to see some of the other sprites accessible by Lunar Magic.

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Unless The Song Is Being Played By An Orchestra, You Would Never Need That Many Instruments At Once. Even If It Was Played By An Orchestra, One Instrument Per Channel Is The Limit.

Also, why can't you understand the tutorial? Everyone else, me included, learned that way. I also learned from example. If you're really confused, maybe you should see some of the other songs on this site to see how they're arranged.

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Well if you mean using the custom palette that came with Dispari Scuro's mouser sprite, to insert you would go File>Palette>Import Level Palette from File... then select the .tpl file.

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Actually, it's kind of easy to make a custom reznor fight:

1. Make the boss room (2 screens wide)
2. Insert sprite A9 manually four times into the level you want.
3. In Super GFX Bypass, set SP3 to GFX 25
4. Set the sprite palette to 2
5. Set the sprite header to 0E
6. In a hex editor, change 19A9F from 22 0C D7 03 to EA EA EA EA
(^ This will stop the bridge from breaking apart, which doesn't work normally in a regular level.)

And your set. Yes, the level will end if you beat all four. Also, the Reznor's will shoot Mario's fireballs, not the boss ones they use normally. Nothing major, though. Hope this helps!

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To export a map16 page, go to the page in the 16x16 Tile Map Editor and press F2. To import, press F3. Don't forget to save with F9, though.

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I'm having a slight problem with mikeyk's hammer bro. It seems that unless the sprite is placed at a specific height, the hammer bro will fall through everything after it jumps. I could work around this, but if there's a way to fix this, it would be nice.



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GoldPooka's Profile - Posts by GoldPooka

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