Is there any way to do a celeste styled screen scroll for only one level? Im trying to add a celeste level to my hack as an easter egg
Ive restarted it
Name:Super Mario Endless World
World 1: 100%
World 2: 100%
World 3: 30%
World 4: 2%
World 5: 2%
World 6: 2%
World 7: 2%
World 8: 2%
World 9: 2%
Special world: 15%
Star world: 10
This might not necessarily be a hacking question per se, but it's close enough and I couldn't think of a better place to ask it.
I've decided to get into contributing to the SRM database. It's not much, I know, but I'd like to have some purpose around here rather than just participating in the occasional GD discussion. However, I thought of a potential problem I might have, so I figured I'd ask about it now rather than deal with it the hard way down the road.
When I play SMW levels, it seems as though I only get the "save?" prompt whenever I complete a castle level or a ghost house level. If that's the case, then does that mean that if I were to make an SRM, I would HAVE to beat one of those levels last? Because if I gets all of those levels out of the way and then realize I forgot a normal level, it sounds to me like I'll have screwed myself over because those levels won't add themselves to the SRM file if I can't save the game, and won't get the title screen changed.
Am I right about that, or am I mistaken in some way? I haven't played much of the original SMW in a long time, so I have a feeling I'm missing something here that will get rid of this dilemma.
Yes, generally the solution there is to just go back to a previously-beaten ghost house/castle and re-complete it, which will re-show the save prompt. Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
I've been looking at the .asm file and can't see any reason why not, with my uninitiated eyes.
Lines 38-40 and 55-57; they are responsible for checking if Mario is actually on the main map. Not sure why, but I think altering it is a bad idea, since you'd mess with the freeRAM updating, thus compromising the whole "music change" part of the patch.
ok this may be a dumb question, but how do i make layer 3 clouds? in a bunch of vldc levels they have a transparent version of the cloud BG scrolling in front of the foreground and i have no clue how to create that in the layer 3 editor
I just saw in the ROM map an adress allowing me to change the width of Mario's hitbox. Haven't tested yet, but I assume I can do for example 10 pixels, and it will be Mario's hitbox.
But is there any way to do it for vertical hitbox? Like for example, if you want small Mario to have an hitbox of his graphics, instead of having the hat hving no hitbox? So that would be something like a 22 pixels high hitbox
Hello there, I'm pretty new to Mario romhacks and I was wondering:
Is there a way to add a deathcounter (Doesn't have to be ingame, I would be fine if it just updates a separate textfile) to Panga's Kaizo Kindergarten?
So far I've tried the following, but always ended up with the game crashing before the titlescreen:
I've tried both deathcounters once with sram plus and once with bwram plus from here: