yea. But it still won't work (no matter what I do, when I change my overworld I start a new file.)
-------------------- So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!
074CD $00:F2CD 33 bytes Objects The code for the midway point tile (Map16 tile 38, not the extended object).
$00F2CE (x74CE) - What object you get after breaking midway point tape (default 02 - none). $00F2E2 (x74E2) - Change to 0x80 to disable midway powerups (or EA EA to make them always make you big, even if you have a better powerup).
$00F2E5 (x74E5) - What powerup midway points give you.
$00F2E9 (x74E9) - What sound effect midway points play.
Play around with the bolded part a bit and you should find your answer.
@Keypas Thanks. I forgot you had to do that...
@Iceguy Hehe, that tutorial was the reason I wanted to do this. Problem is, I've set it to 2bpp (and loaded the right palette) and couldn't find anything resembling a BG. I thought there was something you had to do with the + and - buttons, but I can't really remember.
Oh.. right. Well, look through the entire ROM in YY-CHR. If you can't find any graphics at all then bad luck: the graphics are probably compressed. I'm not really sure how you could decompress the graphics though, maybe you could use this.
I want to make ex-animated blocks, but I need more space than the single ExGFX file I can choose in the super gfx bypass dialog. I checked the LM help file and stumbled over smth. called "Alt ExGFX" when using ex-animation. It states that the alt gfx file can be "up to 0x8000 bytes in size" but what the hell does that mean?
normal ExGFX files can store "graphics" within a resolution of 128x64 pixels if I am right. I just don't know what to think of 0x8000 bytes, can't visualise this in my head...
If anyone could explain that a bit better.
And how can I use more than 128x64 pixels for ex-animation data?
with Lunar Magic 1.8x, you can use more than half of a ExGFX file for ExAnimation. you can have the file be 16x13 tiles (Basically 3/4 of a 8KB ExGFX File) and 0x8000 bytes is 8KB which is a whole 128x128 ExGFX File
Has anybody else has problems with Lunar Magic 1.82 and spritetool? every time I inset a sprite and the extra bit is set to 01 it gives me a what ever sprite would have used that slot. (Eg. 04 and It gives me a green koopa which is sprite 04.) Is anyone else getting this problem or is my rom just bugged in some way? Thanks for any help