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Posts by Dispari Scuro
Dispari Scuro's Profile - Posts by Dispari Scuro
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There's a reason some names are pink.

Although some people are just being silly...
My layout is the best. It's simple, not too showy, easy to read, and never an eyesore.
A better idea would be to add a pipe or door somewhere so you can reload the level. Even if there were 2 or 3 p-switches, if the player doesn't know where to go they could use them all up and be stuck.

Think back to the ghost houses in SMW, which often had p-switch puzzles. They always had a door that let you leave and come back to try again.
If I remember correctly, even though all Reznor battles are the same, Nintendo has a boss battle level for each one. So all the "extra" ones are more than likely Reznor levels.
Here, this took just a few minutes:

1F6 - Iggy
E5 - Morton
1F2 - Lemmy
D9 - Ludwig
CC - Roy
D3 - Wendy
1EB - Larry
1C7 - Bowser
DF - Reznor (water fortress)
D5 - Reznor (forest fortress)
E2 - Reznor (chocolate fortress)
1DE - Reznor (Bowser fortress)

You can view Big Boo's battle screen. He's just a special sprite, so he can be put anywhere. I could look those up if you wanted though. It's just a matter of traversing the levels in LM.
Did you right click to repaste the edited tile after enabling it, THEN press F9?
You probably have too many ExAnimation entries. Taken from the LM help files:

Note: Although there are 0x20 entries allowed, the game usually can't handle that many extra animations. The top of the screen will start to flicker when you've exceeded the limit. In testing a typical level, I was able to get up to about entry 0x12 for animated 16x16 tiles before flickering started to occur. With just palette animations, I was able to use up all except the last entry before any flicker occurred. YMMV.
OW! Not to mention the music put over it is ear-piercingly loud. My sound was on low and I still had to turn it way down to tolerate it.
Pretty much what ibz said. The level lacks any real design or detail. Good levels usually have a lot of interesting scenery and variations in landscape. You don't have any bushes, extra coin blocks, pipe decorations, bonus areas (aside from the clouds in the sky), or anything else worth mentioning.
I have a lot of free time. I could play through the hacks and submit reviews... I've already played a lot of them anyway.
I always liked this hack. It looks good, just as it did when you first showed pictures of it. I'm still a fan of your very unique overworld.
When in the event editor mode, use page up/page down to scroll through the events. If in Layer 2 Event Editor Mode you can also use home/end to move through each tile placement one at a time. The bottom of the screen tells you which event and which step you're on.

To trigger events, click a tile while in Layer 1 16x16 Editor Mode, and go to Overworld > Modify Level Tile Settings -> Event to activate when above level is passed.
Doesn't SpriteTool have a disassembly of Rex? I know I've been fooling with his code. It'd be a lot easier than using the Rex that's coded into the game.
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Dispari Scuro's Profile - Posts by Dispari Scuro

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