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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Problem with water sprites
  
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Golden Yoshi
Posts: 416/693
Well regardless, I changed it to a more "jungley" BG, so all will be good now.
gnkkwinrrul
Posts: 582/647
Not really, but it should make some.
Golden Yoshi
Posts: 415/693
Like I said before, I fixed the problem, but thanks anyway.

And this is a videogame, does it really have to make perfect sense?
Cruel Justice
Posts: 791/1384
You can try to look at one of the porcu-puffer/dolphin levels in the original, or save one of them onto your current hack, back up the level you had problems with to grab the level design, then start over from there. That's the easiest resolution I could come up with, other than that, leave it to an expert to do your thinking.
The Kirby
Posts: 24/48
Palm trees in a carniferous forest? Interesting.
Luigi-San
Posts: 316/736
Originally posted by Golden Yoshi
Well, I just deleted those sprites and reinserted them and they worked fine, but thanks for the tips. By the way, that screen is from SMW+6, I'm working on it again.


w00t!! I can't wait for SMW+6 to be finished! Keep it up, GoYo!
gnkkwinrrul
Posts: 575/647
Looks good I have never had that problem before, or have heard of it before
Golden Yoshi
Posts: 414/693
Well, I just deleted those sprites and reinserted them and they worked fine, but thanks for the tips. By the way, that screen is from SMW+6, I'm working on it again. I'm also working on SMW- again.
The Kirby
Posts: 23/48
I don't think it matters if the tide is rising or not. In DW:TLC, in Water World 2, the porcupuff fish and dolphin worked just fine with the rising tides. Try comparing your level with Vanilla Secret 3 in the original SMW game. It always helps me when I'm in a rutt.
Sukasa
Posts: 380/1981
How do the sprite react with normal Layer 1 water? also, have you used SMWMTE? the older version of that was found to screw up the tides data instead of the Misc. text.
Golden Yoshi
Posts: 413/693
Sorry I meant it doesn't move up and down.
Violent J
Posts: 301/749
Thats probably the problem, try making it not move...
Golden Yoshi
Posts: 412/693
Nope, can't swim above water and the water doesn't move up and down.
Violent J
Posts: 300/749
I dont know what the hell you did with those sprites, but I like the BG alot. Its from Yoshis Island right? Can you swim above the water? Does the water move up and down?

EDIT WOOT My 300th post!
Golden Yoshi
Posts: 411/693
I'm not using the rising tides, just the basic layer 3 tides.
Luigi-San
Posts: 307/736
You are using the right kind of water, right?

(There's the kind that animates, and the kind that moves up and down with Mario)

If it's the second one in the parentheses, problem solved
Shyguy
Posts: 521/1998
You might want to utilize that for an upward-scrolling level. That would be awesome!
Golden Yoshi
Posts: 410/693
Yeah, I looked at level 2 in the original, I compared several things, such as the Layer 2 scrolling rate, forced layer 3 above all other layers, buoyancy, sprite memory, header info, etc. It matches for the most part.
Juggling Joker
Posts: 714/1033
I've never experienced this myself, so generic advice will have to do. Have you tried comparing all your header info with the Dolphin level from the original rom?
Shyguy
Posts: 520/1998
Well, your EXGFX may have something to do that does that to the tide sprites....




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