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Rising Lava

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I'm trying to make a vertical level featuring rising lava (using layer 2), similar to the World 4 Tower from New Super Mario Bros. Is there any way to do this? I don't see any sprites that can make layer 2 rise indefinitely.
Happy painting and god bless.
I've tried making rising lava with various Layer 2 movement generators, but I could never get them to work correctly. What I use to make rising lava is a Vertical Autoscroll generator created by Jimmy52905. However, for some reason, I can no longer find it in the Sprites section of SMWCentral. However, I have decided to upload the sprite to My Files.

You will need 2 files:
Vertical_Scroll.cfg
Vertical_Scroll.asm

After you have downloaded both files, you will have to create a Generator Sprite and insert it into your ROM using something like SpriteTool, but I think that most hackers nowadays prefer a more current tool to insert Sprites. You might have to find tutorials on how to use Sprite insertion tools.

Once you have the Generator ready to use, open your ROM and go to the level that you want to edit. Go to Change Properties in Header #lm{MARIO69} and change SNES Registers and Level Modes to 08. This will make it a vertical level with Layer 2 interaction.

Go to Change Other Properties #lm{othprops} and set the Layer 2 (BG) Scrolling Rate to some setting that includes V-Scroll: None. This will make it so that even if Layer 1 moves up or down, Layer 2 will not move.

Place level tiles in your Layer 1, place lava on Layer 2, and insert the Generator.

What you should have is a level that appears to be sinking into lava. However, it's possible that enemies won't interact properly with the lava. If you find this problem, insert the following ASM file into your ROM:
lava.asm

I hope this helps. Rising lava towers are tricky business.
Sprites above the first screen have trouble spawning, how do you fix this?
I;ve worked with the cfg and asm posted here for a while and I have never been successful in getting a level to scroll downward into lava.

My steps:

pixi v1.2.14 does not like the syntax of the asm.
I changed the STOP definition to just be a hardcoded hex value in the asm.
I changed "dcb "INIT"" and "dcb "MAIN"" to be "print "MAIN ",pc" as I've seen in other asm files.

I inserted this asm and cfg file as sprite D0 and then ctrl+insert within Lunar Magic using D0 and extra bits "2". My level mode is 08 and layer 2 scrolling rate is H:Constant V:None.

I am drawing a blank on why this is so difficult. Any tips or obvious errors?
Please do not post in extremely old threads just make a new one and ask for help. This thread was started 3 years ago and the last post was over 1 year ago. Check posts dates before posting.
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