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As for the glitched up graphics... No idea. Maybe Lunar Magic screwed up some savings or so.
For your second problem, do actually update the graphics displayed by lunar magic, you have to open the super GFX bypass #lm{sgfxby} and close it again by hitting ok. Always worked for me.
Maybe though, it really just doesn't work and the reason for that as well as the glitched up graphics is that you accidently reopend the wrong ROM (which is in a different folder and thus can't load the GFX)

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Is there at least a way to restore the back color from #lm{pal}, so we don't have to live with this background mess:

That looks to me like you've overwritten the default blank tile F8.

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Okay? So what do I need to do? I've never heard of "blank tile F8". What is it?
It's one of the tiles in the bottom row of the FG2 slot. Just look for the tile that is numbered F8 in the 8x8 editor.

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Get the official ASMT resource pack here!

Is there a patch or something that stops coins from turning into brown blocks when you hit a p-switch?
I'm trying to change the goal sphere graphic with stear. Though for some reason it also changes the mole dirt that is in the same place. I want to use these together, any way to make that happen?

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layout by pirahnaplant.
the variety of chance is upon us, are you scared?



@superwiidude, maybe this block works for you.

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Exactly where do I find the palette for this?

Originally posted by Giant Shy Guy
Exactly where do I find the palette for this?

*img*

Digging around in the ROM Map, I found this:
Originally posted by ROM Map
0390E $00:B70E 36 bytes Palette "The End" palettes (3 palettes, 6 colours each; order is Luigi, Mario, Princess)


e: Just to add on to the above, if you plan on editing it, Luigi's graphics uses palette row D, Mario's uses E and Peach's uses F.
Originally posted by danthaman4671
Is there a patch or something that stops coins from turning into brown blocks when you hit a p-switch?

Not that I know of though you can make the normal coin act like the unused purple coin that acts normal even when you press the P-Switch. The default animation would also need to be disabled.
Originally posted by MSA
Digging around in the ROM Map, I found this:
Originally posted by ROM Map
0390E $00:B70E 36 bytes Palette "The End" palettes (3 palettes, 6 colours each; order is Luigi, Mario, Princess)


e: Just to add on to the above, if you plan on editing it, Luigi's graphics uses palette row D, Mario's uses E and Peach's uses F.


Oh. I was actually thinking of were to find the palettes so I can copy the colors. I'm not editing the ending, I just need the palette row itself.
Pure curiosity, but what does this patch do exactly to fix the "garbage that appears after you get 100 exits"? Does it add the compatibility for a third digit, or...?
Originally posted by MercuryPenny
Pure curiosity, but what does this patch do exactly to fix the "garbage that appears after you get 100 exits"? Does it add the compatibility for a third digit, or...?

On the title screen, when you open to continue the game, you will have the number of exits from your save file shown. If you have done 100 or more exits, garbage will appear since the original game never had more than 96 exits.
Originally posted by Everest
On the title screen, when you open to continue the game, you will have the number of exits from your save file shown. If you have done 100 or more exits, garbage will appear since the original game never had more than 96 exits.


Originally posted by MercuryPenny
Pure curiosity, but what does this patch do exactly to fix the "garbage that appears after you get 100 exits"? Does it add the compatibility for a third digit, or...?


I understood that already, I'm asking what it does to the save select screen. Does it allow the game to have three integers in the file screen?
Yes, it does.
As far as I remember, this third digit can only be 1 or blank, so you still can't reach 200; but you can only hit 120 without repointing the event table, anyways, so this isn't a problem.

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<blm> zsnes users are the flatearthers of emulation
Question, I made a level in 105 in one rom and I want to import it into another rom but it takes over the 105 in that rom. Is there anyway to change its level number to 106 or 107 or something so it doesn't copy over the other level?
instead of pressing the save button, go to file->save level to ROM as (or just press ctrl+i). you can then change the level number there.
I'm having a problem with my layer 2 ExAnimated ExGFX. I can't figure out where these ugly black spikes are coming from:



Might the solution be similar tothis one?
Did you set the GFX in the file up properly? That is, next to each other and not as a block?
Also, did you make the right settings in the ExAnimation window? Or maybe you placed the exanimation ontop of an already existing one.
Try showing us a screenshot of th 8x8 editor with the right page open and the ExAnimaiton window along wiht your settings in it.

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