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The General Resource Help Thread

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Alternatly, you can use this uberasm code if you want to make Yoshi spawn a straight fireball in one level or in the whole game if you want. But I think it works just with red Yoshi.
Yo, it's been a while.
Hi, it's me again, I wanted to know which foreground was used in this level again:
https://www.youtube.com/watch?v=Th8t_bozytA=0h0m43s 0:43
Yo, it's been a while.
Originally posted by MusicManiac

Billy Joel - Piano Man (This is the original song, I unfortunately have no clue where the actual port could be found and downloaded)

Originally posted by MusicManiac

Mario Kart DS - DK Pass
What is a Lunar Magic, and can I eat it?
4. Nezumi Man - Butter Nezumi
Upcoming Hacks:
Slumber Party 6 (2019-202X)
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Hi, is there a block or a code that turns the player small and disables all the powerups that h in the item box?
Yo, it's been a while.
Code
stz $19
stz $0DC2    ; $6DC2 if SA-1

Put this in a block or as init UberASM code.
Anyone know where I can find these bullet bills at 2:05 of this video? They will travel down vertically until they reach Mario's height, and start to move horizontally then. I know they were in Present Mario and VIP 4 I believe. If anybody could help me out with finding it, it would mean a ton! Thank you!
Originally posted by SimFan96
Anyone know where I can find these bullet bills at 2:05 of this video? They will travel down vertically until they reach Mario's height, and start to move horizontally then. I know they were in Present Mario and VIP 4 I believe. If anybody could help me out with finding it, it would mean a ton! Thank you!


This is not the exact same but pretty close. Maybe it helps.
Originally posted by DasFueller

This is not the exact same but pretty close. Maybe it helps.


Dang! This is pretty cool too! Thank you!

I actually ended up finding it! It was sitting in the VIP and Wall Mix 5's resource files, apparently it was called "arrow_bullet" it was never used in the final game.
I noticed that this incredible track hasn't been ported yet, but rather than request someone to port it for me, I'll ask this first: Does anyone know of any port in the music section that capture an almost identical sort of tone to it?

In particular, I really like the fact that it sounds incredible mysterious and almost slightly creepy, while simultaneously being extremely calming and subdued. It's a perfect balance of emotions and would work perfectly for what I have in mind - but anything else like it might work too.
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Hey guys, good evening!! Does anyone know the name of these songs?
This and this, btw. Thanks in advance.
Originally posted by SammmUuU
Hey guys, good evening!! Does anyone know the name of these songs?
This and this, btw. Thanks in advance.

The first one is Castlevania III - Demon Seed, which can be found in this soundtrack.
Hello peoples. Do you know what ever happened to the "more OW levels and events" patch? I know there is or was some shortcut for it in Lunar Magic, or is it fully integrated into LM and so doesn't require a separate patch?

I'm trying to see what the current methods are for additional levels on the maps, but most importantly the additional OW events. Maybe I've got it wrong and it's not called "more OW levels and events" at all.


Edit: I found some useful information on GitHub. https://github.com/xragey/smw/tree/master/FeaturePatches/MoreOverworldTiles

LM said I will need my own ASM to actually make use of it. I'm not sure what that means though.

Are there any examples or explanations for what that entails or does it just work out the box?



That github is what you want, there's an asm file listed which is how you actually allow LM to use more levels/events but there's also prereqs listed right on that page too.
It's not super straight forward plus you'd have to make sure all your patches are compatible with the more levels/events patch.
It is not recommended that you use for standard hacks as 96 enterable levels is usually more then enough.
Originally posted by Ninja Boy


Thank you for that info. I'm merely asking in principle to find the upper limits while outlining some plans. I want to do something very unconventional with regards to exits and maps. 93 levels is probably fine, but I might be keen to work on extra map events a long way down the line.

Since we have a way to up the events passed, and I think there's more ways to trigger them than beating levels, I'd like to get creative with it, rather than use them sparingly.



How do I insert a sprite cluster with PIXI? I read the PIXI tutorial, but it is very confusing and I didn't understand anything. Note: I am also having problems with the lightning generator, it works but when I die at a midway point and enter the phase again it does not turn on anymore, and if I put the generator back after the midway if I do not die the stage will have a glith bizarre where the screen is full of meaningless information and is unplayable, if you can help me solve these two I would appreciate it very much.


Originally posted by Shadowraze
How do I insert a sprite cluster with PIXI? I read the PIXI tutorial, but it is very confusing and I didn't understand anything.

Cluster sprites can be inserted in PIXI by putting the files in the "cluster" directory of PIXI, and then assigning them through your list.txt file by adding a CLUSTER section after your main sprite list. Like so:

Code
00 sprite.cfg
01 sprite2.cfg

CLUSTER:
00 clusterSprite.asm
01 clusterSprite2.asm

Cluster sprites can't be inserted on their own, though; you need something else to actually spawn them. That's why cluster sprites on the site generally come with not only the cluster sprite itself, but also a standard sprite, shooter, generator, UberASM code, or block that is responsible for actually spawning the cluster sprite. Note that you'll probably have to open those ASM files in a text editor to set the cluster sprite's ID.

Originally posted by Shadowraze
Note: I am also having problems with the lightning generator, it works but when I die at a midway point and enter the phase again it does not turn on anymore, and if I put the generator back after the midway if I do not die the stage will have a glith bizarre where the screen is full of meaningless information and is unplayable, if you can help me solve these two I would appreciate it very much.

This sounds like an issue with the generator's code, it likely doesn't support two generators being spawned at the same time. Here are some potential solutions that you can try instead:
- Use the UberASM version instead of the sprite. This will just run in the level by default without needing to place a generator.
- Have the midway entrance in another room, so that you can place the second generator there instead. You can use the "redirect midway entrance to other level" feature in LM to send Mario there.

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