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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 - "Solid" water trouble- please help! | |
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Knight of Time

Keese
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Since: 03-18-04
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Posted on 09-20-04 09:16 PM Link | Quote
Hi.

I am kinda doubtful anyone here who has made a tide level (or one with water (not a level where you are underwater) has ever had this happen to them, but for some unknown (and very strange) reason, the shallow water on the levels in the first world of my hack seems to be acting solid, meaning that Mario/Luigi can stand/walk/run on it, even though that is not supposed to happen.

How can I fix this?

Thanks in advance.
Smallhacker

Green Birdo

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Posted on 09-20-04 11:31 PM Link | Quote
If you are talking about the Layer 3 water, your rom is probably bad. Try a new one. If you are talking about Layer 1/2 water, check if you have edited the "Act Like" value in the MAP16.
Knight of Time

Keese
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Posted on 09-20-04 11:58 PM Link | Quote
Originally posted by Smallhacker
If you are talking about the Layer 3 water, your rom is probably bad. Try a new one. If you are talking about Layer 1/2 water, check if you have edited the "Act Like" value in the MAP16.


In this situation, I'm talking about water when it comes to Layers 1 and 3 (both are suffering from this problem, but other sprites can still go through/interact with the water).



Keikonium
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Posted on 09-21-04 12:19 AM Link | Quote
Okay, the layer 1 problem is just what smallhacker said. Open up the 16x16 editor and click on the water tile. Click the edit 16x16 props button and look at the bottom right number. It should say...4? I can't remember the number right now.

For layer 3, its the water that you can slightly see thru right? The one that the puffer fish usually swims in. If so, then your hack is possesed.... Actually just get a new ROM, theres something wrong with that because I dont think you can set layer 3 properties.
Cruel Justice

XD
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Posted on 09-21-04 05:16 PM Link | Quote
Eh... on second thought you can probably use that to an advantage later. Extra layers perhaps? You might wanna keep that rom but start a on a new rom.
I would if I were you it could be helpful.
Knight of Time

Keese
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Posted on 09-21-04 06:45 PM Link | Quote
Originally posted by The_Raven
Eh... on second thought you can probably use that to an advantage later. Extra layers perhaps? You might wanna keep that rom but start a on a new rom.
I would if I were you it could be helpful.


I have already saved each level from my hack to another SMW rom, but when I copied the OV map from my hack to the newly edited SMW rom, the pipe problem (I mentioned it here in a separate topic) is still existant. Should I copy the map from the original SMW to my second copy of my hack, and use the first hack's OV map as a reference to get the OV of mine completely copied into the second SMW hack?

Keikonium
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Posted on 09-22-04 12:52 AM Link | Quote
Okay this is a risky operation here, amke a BACKUP!!!

Now open up the hack (LM) with the overworld you want. Now open the overworld editor and then just go back to the main LM screen. Open up the Rom you want the overworld to be in. Now open up the overworld editor again. Now just save the overworld. X out both screens, open LM and then open up the hack you wanted the overworld in. Open the overworld editor and see if its there. If so, good job. If not, you probably did something wrong.

BTW, custom OW palettes will not transfer. Fu should have added an extract OW palette option...
FuSoYa
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Posted on 09-22-04 08:56 AM Link | Quote
Originally posted by Keikonium
BTW, custom OW palettes will not transfer. Fu should have added an extract OW palette option...


Extract and insert the shared palettes.
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