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Atma X
Posts: 131/801 |
The first number in the Sprite Header tells you how many smaller sprites can be set on the screen at once (it's the number that's after the "=" sign). (And by the screen, I mean the Blue Borders in Lunar Magic, Push F1 in LM to see what I'm talking about, if you just happened to not know that already).
The second number tells you which Sprites (it uses the same number for a Sprite that's in the Sprite Editor list, so there should be no confusion about that) will use less memory (these are special properties that you'll only find for Larger Sprites). That's why changing the Sprite Header fixes the problim. |
Golden Yoshi
Posts: 43/693 |
Also, to point out, if you're using the Big Boo Boss, use sprite memory 09, or else Mario will be invisible. |
asdf
Posts: 21/303 |
Change the sprite memory to OD or 04 in the case of Banzai Bill and 0B or 05 in the case of Big Boo. |
Mario Mario
Posts: 14/14 |
Try experimenting with the sprite memory settings. I think that is the root of the problem. |
Aioria
Posts: 120/1567 |
the big-boo case really annoys me And, at least for the big boo, the disappearing doen't happen because of the number of sprites. In Kario's hack, in the ghost house stage, there's only one sprite in the screen, which is the big-boo himself, and mario disappears when he is in the screen.
But it never hapened w/ the Banzai Bill with me |
Toadeeboy
Posts: 126/264 |
Originally posted by Clockworkz Mybe you have too many sprites onscreen or something....
No, there were no sprites on the screen at all except for Mario himself and the Big Boo/Banzai Bill.. |
Clockworkz
Posts: 575/2002 |
Mybe you have too many sprites onscreen or something.... |
Toadeeboy
Posts: 125/264 |
When I put a Big Boo or Banzai Bill in a level, Mario seems to just disapear when they're on the screen. I read the help file, and it did not live up to its name. Any help? |