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The General Resource Help Thread

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Hi guys. I used the switch_kill.asm from the Switch Pack. The switch block is into ON and the lavafall is a kill block.

But by turning the switch block into OFF, the lavafall doesn't disappears like an empty block (Act 25) and it turn to a normal block (Act 130).

What must I do, please?
Currently working on The Mario's Greatest Adventure, Mario & Stitch vs. Devil Ztar: Part I and Super Mario World Re: Master Quest 1. My next projects will be Mario & Stitch vs. Devil Ztar Part II & Part III (MSU-1 only). List Graphics. OLDC 2021.Online BG Ripper.
Did you set the trigger to On/Off and graphics to 779 on the off state? Custom blocks only deal with the gameplay, not with the visuals, after all.
Originally posted by MarioFanGamer
Did you set the trigger to On/Off and graphics to 779 on the off state? Custom blocks only deal with the gameplay, not with the visuals, after all.


No, where can I do that?
Currently working on The Mario's Greatest Adventure, Mario & Stitch vs. Devil Ztar: Part I and Super Mario World Re: Master Quest 1. My next projects will be Mario & Stitch vs. Devil Ztar Part II & Part III (MSU-1 only). List Graphics. OLDC 2021.Online BG Ripper.
You have to set up an on/off trigger which can be set using the "Trigger" dropdown. Set it to on/off. Then if the animation is 4 frames long, the first four frames should contain your original animation data and the last four frames should point to empty graphics.


YY-CHR > Photoshop.
Originally posted by BlueToad
You have to set up an on/off trigger which can be set using the "Trigger" dropdown. Set it to on/off. Then if the animation is 4 frames long, the first four frames should contain your original animation data and the last four frames should point to empty graphics.


Okay, but where can I adjust it, please? Lunar Magic? In the .asm file?
Currently working on The Mario's Greatest Adventure, Mario & Stitch vs. Devil Ztar: Part I and Super Mario World Re: Master Quest 1. My next projects will be Mario & Stitch vs. Devil Ztar Part II & Part III (MSU-1 only). List Graphics. OLDC 2021.Online BG Ripper.
You can do that in the animation window, which can be accessed using #lm{exan} this button.


YY-CHR > Photoshop.
Where I can find this?
Hi. Please, which songs (aside from the 8th annual VLDC) could fit a sky and snow themes all in one map?
Yo, it's been a while.
Hey there! Does anybody have this fixed version of QuickROM that Erik posted in the comments here? The submission was never updated and the link is dead.
I was hoping to change the distance Mario travels when he is shot out of a diagonal/slanted pipe- such that it is far more dramatic than the default.

On the ROM map there is an address for Mario's max speed for "running fast" which the description says applies to when he exceeds a speed on the ground or is shot out of a diagonal pipe. I was concerned that changing this speed would change how fast he runs normally, and also wouldn't change the distance he travels much.

I wondered if anyone knew if it was possible to change the height/distance when Mario is fired out of a diagonal pipe? And also, is there a way of having a message appear when Mario reaches maximum height?

Thank you.
Hi, my hack is going to have a character select and testing area in my Super Mario World. You'll be able to select a character to play as there, get to know them, and test their moves. What music should play there? It should be celebratory, bonus-y, and surprising because the player won't be expecting such an area, and the player may be there for a while, so I want to play nice and celebratory music that's pleasant to listen to, so no extremely short songs.

This, this, this, and this are examples of what I'm looking for, but only two of those are on SMWCentral. Can anyone think of any other examples?

It will be set in a dream world and have purple and pink colors that dreamy areas would usually have.

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

Hi, I'm looking for a code that zeroes the player's coin for uberasm in a specific level, there is counterbreak.asm, but it works just as a game mode. And also the zero coin block, but you it zeroes the player's coins every time the player touches it. Is there an uberasm code that zeroes the player's coins upon entering a specific level?
Yo, it's been a while.
Originally posted by MegaSonic1999
Hi, I'm looking for a code that zeroes the player's coin for uberasm in a specific level, there is counterbreak.asm, but it works just as a game mode. And also the zero coin block, but you it zeroes the player's coins every time the player touches it. Is there an uberasm code that zeroes the player's coins upon entering a specific level?

Code
init:
	stz $0DBF|!addr
	rtl
So I'm encountering a keyhole glitch.
https://youtu.be/Qb1wDQJJRG0

the situation for those who cant or wont watch: Its in a downward vertical autoscroller & the timing of hitting the keyhole is while its partially off screen. But there's a certain window of hitting it where it crashes the game. (when the keyhole is completely off screen, but only when its close to the screen boarder?) If I wait for the keyhole to get 2-3 blocks off screen there's no problem.. is there a fix for this or am I just destined to completely change it?
currently working on The Amazingly Randy
Originally posted by XLIXER
So I'm encountering a keyhole glitch.
https://youtu.be/Qb1wDQJJRG0

the situation for those who cant or wont watch: Its in a downward vertical autoscroller & the timing of hitting the keyhole is while its partially off screen. But there's a certain window of hitting it where it crashes the game. (when the keyhole is completely off screen, but only when its close to the screen boarder?) If I wait for the keyhole to get 2-3 blocks off screen there's no problem.. is there a fix for this or am I just destined to completely change it?


Maybe you can try the block-version of the keyhole!?
Originally posted by DasFueller
Originally posted by XLIXER
So I'm encountering a keyhole glitch.
https://youtu.be/Qb1wDQJJRG0

the situation for those who cant or wont watch: Its in a downward vertical autoscroller & the timing of hitting the keyhole is while its partially off screen. But there's a certain window of hitting it where it crashes the game. (when the keyhole is completely off screen, but only when its close to the screen boarder?) If I wait for the keyhole to get 2-3 blocks off screen there's no problem.. is there a fix for this or am I just destined to completely change it?


Maybe you can try the block-version of the keyhole!?

Sometimes a fix is where you least expect it XD Thanks m8 that definitely did the trick!
currently working on The Amazingly Randy
Hello everyone! I saved some japanese ports and i'd like to know their name:

1, 2, 3, 4, 5, 6

The first three songs seem to have been ported by the same person who ported the song "Metal Slug 2 - Living on the Deck".
Can someone help me please?
Originally posted by StackDino
Hello everyone! I saved some japanese ports and i'd like to know their name:

1, 2, 3, 4, 5, 6

The first three songs seem to have been ported by the same person who ported the song "Metal Slug 2 - Living on the Deck".
Can someone help me please?

Number 6 is Gradius III - Easter Stone.

Some of the others sound familiar, but I'm not entirely sure on them right now.
Originally posted by StackDino
Hello everyone! I saved some japanese ports and i'd like to know their name:

1, 2, 3, 4, 5, 6

The first three songs seem to have been ported by the same person who ported the song "Metal Slug 2 - Living on the Deck".
Can someone help me please?

The 5th one should be Shin Megami Tensei - Kichijoji.
I need help with GreenHammerBro Keylocks. I've manage to implement them into my hack with no problems.
My problem is down below.

I have two segments keylocks in one area for 2 keys required that has 2 paths to obtain these keys, however I want a midway to delete the first keylock after completing the first path.

The thing is when I die after completing my first path, the keylock reappears having to redo the first path.

Is there a way to fix this?
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