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Tip: Use this patch to fix the bug where editing the upper right 8x8 tile of the sideways walking Koopa Troopa in GFX01 makes the coin sparkles look glitchy.Not logged in.
Details for NSMB Star Coins
SMW Patches - NSMB Star Coins
File Name: NSMB Star Coins
Added:
Version History: View
Authors: lx5
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This resource tries to emulate the Star Coins of NSMB series and includes some variations:

- 32x32 Star coins
- 16x32 Star coins (Pretty much a Yoshi Coin)
- 16x16 Star coins (Like a golden coin... I think)

You can have up to eight star coins in each level!

The pack contains a lot of files, make sure that you read the readme file included to know what to do with those files.
Tags: counter, dragon coin, lorom, nsmb, sa-1, save, star coin
Download: Download - 293.01 KiB
278 downloads
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MarioFanGamer
"(I)ncluded custom start coin objects"? In fact, that isn't even a fix, just what you're supposed to do...
Custom objects need to be manually inserted and the star coin obects start from 98. You can see which object is which in the readme.
Posted by:  MarioFanGamer - | Link
Misterfan2000
Originally posted by MarioFanGamer
You have to use the included custom star coin objects. Direct Map16 object only place their tiles without any condition (exception: Conditional Map16) so they can't remember whether they have been collected or not.


How can I fix it?? There's a tutorial or something?
Posted by: Misterfan2000 - | Link
DragonflyShadows
Originally posted by DragonflyShadows
Can you redo the shading to be more like the shading on the 10/30/50 coins from SMM2? Once SMM2's out, I feel like most hacks are going to use them (or at least the 10 coin versions), so these Star Coins'll look out of place.
Here's my attempt. Bits of it look under-shaded and other bits look over-shaded, but I guess that's what I get for using a screenshot of the tile editor for reference. https://imgur.com/a/69klpNG
Posted by: DragonflyShadows - | Link
DragonflyShadows
Can you redo the shading to be more like the shading on the 10/30/50 coins from SMM2? Once SMM2's out, I feel like most hacks are going to use them (or at least the 10 coin versions), so these Star Coins'll look out of place.
Posted by: DragonflyShadows - | Link
MarioFanGamer
You have to use the included custom star coin objects. Direct Map16 object only place their tiles without any condition (exception: Conditional Map16) so they can't remember whether they have been collected or not.
In fact, look at Dragon Coins or better yet, at the !-blocks: Both. Map16 Dragon Coins may be disappear but only locally and they reappear if you reload the room and !-blocks (outlines and filled) never change even if you pressed their corresponding switch.
Posted by:  MarioFanGamer - | Link
chineesmw
I'm on the same boat as @Misterfan2000.

I enabled SRAM and the Star Coin ASM saves correctly when I get the midpoint, but the Star Coin Block does not save.
Posted by: chineesmw - | Link
Misterfan2000
I have a problem:

When I restart a level where I get all the Star Coins, they're reappear
Any solutions?
Posted by: Misterfan2000 - | Link
MarioFanGamer
Originally posted by Blind Devil
I fixed some overlooked/faulty SA-1 conversion on shared routines

Fuuuuuu!!!

Originally posted by Blind Devil
and also coded a 32x32 sprite version of the Star Coin for PIXI

Noice one! Though it also would be nice if the star coin also had the option to be a Dragon Coin or a small star coin too.
Posted by:  MarioFanGamer - | Link
Blind Devil
Tested with Asar v1.71, SNES9x v1.58, in both normal and SA-1 ROMs.

I fixed some overlooked/faulty SA-1 conversion on shared routines, and also coded a 32x32 sprite version of the Star Coin for PIXI which could be useful for some people (I happened to have been fulfilling a request related to this and it was just the perfect opportunity to bundle it for everybody lol). Anyway, everything works nicely, so it's accepted.
Posted by:  Blind Devil - | Link

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