Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
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 - Cave troubles- please help | |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
Knight of Time

Keese
Level: 19

Posts: 67/125
EXP: 34051
For next: 1726

Since: 03-18-04
From: Canada

Since last post: 4 days
Last activity: 8 hours
Posted on 10-17-04 02:35 AM Link | Quote
Hi.

I'm not sure if anyone here has experienced this strange problem I noticed in the vertical cave I am working on, but I noticed that some animated tiles seem to come out of nowhere when I get up to a certain point in the cave (incase anyone is curious, I have Right and Left Wrap blocks in this level). Anyone know how I can fix this unusual problem?

Thanks in advance.

BTW, to any AIM users that reply here, I can show you a SS of this problem.
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 657/2273
EXP: 2647223
For next: 81577

Since: 03-15-04
From: Söderhamn, Sweden

Since last post: 10 hours
Last activity: 9 hours
Posted on 10-17-04 02:38 AM Link | Quote
Mess around with the BG init. position value in the main/midway entrance window. If it still won't work: Cry.
Dark Ludwig

Red Paratroopa
Level: 21

Posts: 11/172
EXP: 45740
For next: 4203

Since: 09-17-04
From: Georgia

Since last post: 9 days
Last activity: 2 days
Posted on 10-17-04 09:32 AM Link | Quote
Don't cry! Because if it is a scrolling problem, such as you go upwards so far, you see garbled animations in the BG, try changing the layer 2 scrolling rate. Use the 'change other properties' thingy, and set the vertical scrolling to slow or none. Hope that helps! Well, if it is not a scrolling problem, I have no way to help because I have no idea of any way how to make garbled graphics unless it is by scrolling.

Please forgive the long post (that is, if it seems long), I am not very good at making short ones!

-Dark Ludwig
blackhole89

LOLSEALS
Moderator of ROM hacking
EmuNET IRC network admin
Head GM of TwilightRO
Level: 47

Posts: 370/971
EXP: 739208
For next: 26995

Since: 03-15-04
From: Dresden/Germany

Since last post: 14 hours
Last activity: 12 hours
Posted on 10-17-04 03:55 PM Link | Quote
The longer a post is, the better. If what you have to say can be expressed in one or two sentences, use IRC. Bulletin Boards are there to post long stuff.
Knight of Time

Keese
Level: 19

Posts: 70/125
EXP: 34051
For next: 1726

Since: 03-18-04
From: Canada

Since last post: 4 days
Last activity: 8 hours
Posted on 10-25-04 08:09 PM Link | Quote
Well, I had this fixed at one point (that is, until I had to fix a couple of other problems in the level), and now, I am back in this situation again...

What should the values be for the FG and BG initial positioning in a vertical level if it has 20 screens (14 in hexadecimal), and the player starts on screen 13 (hexadecimal again)?

Again, thanks in advance.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

Current list of BURNING FURY >8( recipients:
- Yiffy Kitten (x2)
- Xkeeper
Level: 53

Posts: 429/1261
EXP: 1094149
For next: 62970

Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
Last activity: 1 hour
Posted on 10-26-04 04:18 AM Link | Quote
You need to put Mario's starting point on an even-numbered screen, otherwise the background will go bonkers, no matter what setting you use. Move it to screen 12 or 14 and tell us what happens.
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - Cave troubles- please help | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.005 seconds.