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Couple of Questions


Sorry for posting yet another thread, the double post thing won't let me respond.


Couple of questions:

1) The "Boo Buddies Ceiling" generator does not seem to turn off when I use the "Turn off Standard Generators" sprite (sprite D9)

2) My invisible note block "bump animation" is screwed up, and I have no idea how to fix.

Thank you.

EDIT: whoops, forgot another important one: is there a way to change Mario's palette permanently once Special World (or any level for that matter) has passed?
Aww, I can't have fun...
1: You have to use the Turn off generator 2 (sprite D2).
2: It is because of the GFX or sprite memory [I don't remember). Change one of them.
Thanks

a) Boo Buddies Ceiling

1. I thought I it said that only sprite E5 was generator 2, and
2. I thought I tried it, but maybe I wasn't doing it correctly.

b) Note Block GFX

1. Where is the GFX memory. I have seen sprite memory.

c) Mario's palette.

N/A. Unanswered
Aww, I can't have fun...
Oh, the Boo Ceiling can't be turned off.
The GFX memory, you can change manually in the red poison mushroom, or select a set in the purple poison mushroom.
You can change Mario pallete so it affect every level, but there's no way to make it change permanently only after some level.
Okay, it seems note blocks and Eeries cannot be used in the same level... unless you want serious graphical glitches.

Here's a map.

Code
Each "column" is 2 8x8 tile, vertically.
A. Eerie  Eerie    Fish
B. Fish   Note B   Note B


Any way to fix this? The conflict is between sprite sets 06 and 13...

(And no, I'm not using fish)

EDIT: crap, arial messed it up...
Aww, I can't have fun...
You need to remap Eerie or the Note Block for them to be able to co-exist. I'd recommend remapping Eerie and making a new ExGFX file to be used for ghost levels instead of ever using GFX06. All the space the fish are taking up is just a waste since the fish's graphics are actually down in SP4. (Nintendo saved space by using the extra space in GFX06 as a SP3 file) So you can move Eerie's graphics to pretty much anywhere else in SP3.

Go to ROM address x09E5A and change the 6A to wherever you want to move the Eerie graphics. For instance, if you put it up in the top corner where Torpedo Ted's head currently is, you would change it to 00. The other top corner where Rip Van Fish is would be 0E.

And then you would just place Eerie's graphics in the appropriate spot, save it as an ExGFX file, and set that file for SP3 in any level that uses Eeries or Fishin' Boo. (I probably didn't explain that very clearly, huh?)
Perfect!

Thank you soo much icegoom!

How do you figure these things out!

Now, is there any way to:

a) Turn off a Boo Buddy Ceiling (I can go without it though)

b) Fix my star/pipe roads (it's going to the wrong place)

c) Change Mario's palette after a level by ASM. (I am a programmer, I get the concepts of ASM, but don't see how to insert it into my hack) Even a sprite in the first screen that would set the palette would be a good enough hackjob for me.)
Aww, I can't have fun...
Originally posted by magcius
Perfect!

Thank you soo much icegoom!

How do you figure these things out!

Now, is there any way to:

a) Turn off a Boo Buddy Ceiling (I can go without it though)

b) Fix my star/pipe roads (it's going to the wrong place)

c) Change Mario's palette after a level by ASM. (I am a programmer, I get the concepts of ASM, but don't see how to insert it into my hack) Even a sprite in the first screen that would set the palette would be a good enough hackjob for me.)

For c) you need an assembler to insert it.Check the Tools section of this site.
Your layout has been removed.
Would someone point me in the right direction, as to how to actually change the palette when the level starts.

How is the palette stored in the RAM, and how can I change it?
Aww, I can't have fun...