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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 - Various bugs... | |
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asdf

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Posted on 03-27-04 06:24 AM Link | Quote
The (overworld) pallette editor doesn't like certain settings. Certain numbers get changed for some reason. For example, I put in R128, G100, B25 but it got changed to R128, R104, B24.

Also, If you have a lot of secondary entrances on screen at once, it's possible for them to clog and slow down animation a lot.


(edited by asdf on 03-26-04 09:24 PM)
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Posted on 03-27-04 06:27 AM Link | Quote
That's nothing. Have a rope on a line and put a wall under the line, then get on the rope and let yourself get knocked off the rope by the wall. You'll then be able to climb over everything as if it were chain or vine.


(edited by Kyouji "Kagami" Craw on 03-26-04 09:28 PM)
BMF98567
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From: Blobaria
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Posted on 03-27-04 08:05 AM Link | Quote
Your RGB values are being changed because SNES colors use 5 bits per channel. This provides only 32 levels of intensity for each channel, and not a full 256. Lunar Magic takes this into account by rounding RGB values to the nearest multiple of 8.

As for the secondary entrance problem, do you mean in the game itself or Lunar Magic? If it's the latter, that's not a bug, either. More secondary entrances means more objects to draw on the screen, which takes extra CPU cycles, especially if you're using transparent text (check out levels 0 and 100 if you want to see *really* slow rendering). You can press F6 to hide secondary entrances if it gets too slow.
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