User | Post |
Alastor the Stylish
Posts: 733/7620 |
Actually, I'm fairly certain that at first you could not have secondary entrances going in to the same level. Another bit of ASM that FuSo added. |
Toadeeboy
Posts: 197/264 |
Yeah, Nintendo used those levels for Chocolate Island 1 to make the pipes that shoot you out in WHAT APPEARS to be the same level. They could have just used secondary entrances, though, if they placed the bg and fg init. position correctly.
You could also use this secondary entrance technique to make a sort of same-level pipe, although you won't see the path you take, it'll go black like a normal pipe. |
cpubasic13
Posts: 283/1346 |
Hmmm... I don't know about the first question but I can answer the other two.
There is no other program that can add those blocks.
FuSoYa used ASM.
But I just remembered! Those levels (22, F6, and D1) are actually 3 different levels, one has the Mid-way point and the others don't. |
Keikonium
Posts: 98/-2459 |
I was editing level 22 (its weird because every exit except for one in that level leads to a level that looks exactly like 22) Anyway I made it really cool and all, it shows up fine in lunar magic and it has the exact same properties as a forest level I already have in the game. My problem is when I play it. It shows up all messed up with alot of blue turn blocks (the light blue ones). The look of the level changed about 3 times when playing it in ZSNES even though all I did was edit the levels that looked exacly like 22. BTW all the '22' levels worked fine before I edited it. Anyone know what is happening?
Also, doesn't have anything to do with this queation but, is there another program like block tool that has a block that will allow you to go off screen on the left (or right) and reapper on the right (or left)?
And how did FuSoYa make those pipes that you can go down but not change levels?
Thanks |