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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 - Mario's Disapearing... | |
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Toadeeboy
Banned for being a flaming jackass, thinking he could get away with it by stating he's only doing it in his last post.
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Since: 03-15-04
From: Inside Paper Mario

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Posted on 04-17-04 10:46 PM Link | Quote
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?
Clockworkz

Birdo

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Posted on 04-17-04 10:47 PM Link | Quote
Mybe you have too many sprites onscreen or something....
Toadeeboy
Banned for being a flaming jackass, thinking he could get away with it by stating he's only doing it in his last post.
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Posted on 04-17-04 10:51 PM Link | Quote
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..
Aioria

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Middle Ages Warrior

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Posted on 04-17-04 10:51 PM Link | Quote
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
Mario Mario

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Posted on 04-17-04 11:00 PM Link | Quote
Try experimenting with the sprite memory settings. I think that is the root of the problem.
asdf

Cukeman
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Posted on 04-17-04 11:00 PM Link | Quote
Change the sprite memory to OD or 04 in the case of Banzai Bill and 0B or 05 in the case of Big Boo.
Golden Yoshi

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Posted on 04-18-04 12:20 AM Link | Quote

Also, to point out, if you're using the Big Boo Boss, use sprite memory 09, or else Mario will be invisible.
Atma X

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Posted on 04-21-04 06:06 AM Link | Quote
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.
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