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Acmlm's Board - I2 Archive - - Posts by Kailieann |
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Kailieann Koopa Level: 11 Posts: 81/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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I don't think you could actually do that with Blocktool. Shouldn't be too difficult with LevelASM though. Just make it so that the block reappears when you grab it. And, next time don't drag Mickey into the equation. Just say you want a reappearing throw block. |
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Kailieann Koopa Level: 11 Posts: 82/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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So basically you did a 320 word post to ask "what's a good obstacle for a castle?". I say go with the classics. Personally, I'm quite fond of the climbing nets from Iggy's Castle. |
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Kailieann Koopa Level: 11 Posts: 83/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Sounds neat. Return to Dinosaur Land had a castle with L2 up/down scrolling nets. Falling off was a danger, but that was part of the challenge. One thing I've been experimenting with is having nets on a static Layer 2 and being able to use the climbing net doors to sneak behind foreground blocks on Layer 1, but it seems to be bringing up a few graphical glitches. I've been meaning to ask for help on that, but I haven't gotten around to it yet. (edited by Kailieann on 10-26-05 08:28 PM) |
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Kailieann Koopa Level: 11 Posts: 84/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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If you're using YY-CHR, make sure it's set to 4BPP SNES (the default is 2BPP NES). As I recall SMW is actually 3BPP, but YY-CHR has no such option (a typo, perhaps?) |
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Kailieann Koopa Level: 11 Posts: 85/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Originally posted by Knight of Time I don't think you can accomplish that with just a block. Blocks don't typically move unless they're on layer 2, and even then you'd need to move the entire layer. Though in theory you could create a block that could turn into a sprite, and then make one of the unused sprites act like a donut lift (see below) Originally posted by AP This shouldn't be too difficult with Mario World Reconfigurator. Originally posted by Spel werdz rite This was basically one of the first questions I asked here, if not the first question I asked here. There is no way to reliably create switch blocks with Blocktool, because a block's script will only execute when a sprite collides with it. That means that even if you made a block with the exact same code as the normal yellow switch block, after you hit the yellow switch, it would still stay passable until a sprite ran into it. For reversing the switch blocks, this is possible, but you can't have both the reversed and non-reversed blocks in the same game. If you still want the reversed blocks, open the Map16 editor in Lunar Magic, and select the clear blocks on page 0x0 by left-clicking them, then right-click to paste them in an unused area on pages 0x2 or higher (note that each block has to be done individually -- also note that I use page 0x2 in this example because that way you won't accidentally overwrite one of the existing tileset-specific blocks) Once you've done that, copy the solid blocks from page 0x1 and paste them over the original clear blocks on page 0x0. Then copy the clear blocks from page 0x2 and paste them over the original solid blocks. Then copy a blank block and paste over the copies on page 0x2, and press F9 to save. Note that the switch block code only works if the blocks are inserted as objects. That means you can use the Direct Map16 Access to insert solid or clear switch blocks as tiles, which will make them remain permanantly clear or solid regardless of whether or not the switch palace was passed. Now, for the items... I haven't tested this, but in theory it should work. Copy the appropriate ? Blocks from page 0x1 (11F for the flower, 121 for the star) and click change 16x16 properties. For the red block, use the tiles 27, 27, 37, and 37, with palette 7, and for the blue block, use tiles 26, 26, 36, and 36 with palette 7 (don't forget to edit the 8x8 properties of the right-side tiles to Flip X). Once you've done that, paste them over the solid switch blocks, and voila. The only hang-up I can think of is that the red block would probably end up giving you a mushroom instead of a flower if Mario was small, but it's the best I can come up with. (edited by Kailieann on 10-27-05 07:37 PM) |
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Kailieann Koopa Level: 11 Posts: 86/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Originally posted by mvent2 So simple it comes with blocktool. Block 93 |
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Kailieann Koopa Level: 11 Posts: 87/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Originally posted by Smallhacker True, but page 2 of the thread has a link to a text file with all the gfx lists. |
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Kailieann Koopa Level: 11 Posts: 88/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Does anyone know where in the RAM the level clear flags are? As in, the bits that control which levels Mario has passed? I'm assuming they're stored seperately from the flags that determine which exits have been taken. Also, could someone tell me what determines whether or not a level is a No Yoshi level? |
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Kailieann Koopa Level: 11 Posts: 89/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Programmers do things like that (anyone remember the Fishcam?) Newer hacks will say 1.63 instead of 1.62 |
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Kailieann Koopa Level: 11 Posts: 90/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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They were seperate questions. No Yoshi levels have nothing to do with ram. | |||
Kailieann Koopa Level: 11 Posts: 91/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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When I was trying to test a few things I unintentionally created a no-yoshi level. It was an unused level with SP3=12 (Castle) and Ghost House music, so I wasn't sure what caused it. Can anyone clear this up? | |||
Kailieann Koopa Level: 11 Posts: 92/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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The nighttime one with the No Yoshi sign. | |||
Kailieann Koopa Level: 11 Posts: 93/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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*scratches head* but my castle tileset gave me the rope.. oh, screw it. Anyways, I found the level flags myself. For anyone who's interested, they go like this: The addresses are 1EA2-1F01, and mirrored at 1F49-1FA8 The levels go in ascending order, from 0 to 24h, and 101-13B, so 1EA2/1F49 is level 0, 1EC6/1F6D is level 24, 1EC7/1F6E is level 101, and 1F01/1FA8 is level 13B For values, they work as follows: 1h -- Enable movement to right 2h -- Enable movement to left 4h -- Enable movement down 8h -- Enable movement up 10h -- Enable save prompt on completion of level 20h -- No entry if level has been passed 40h -- Midway point obtained 80h -- Level has been passed I totally love this. Now I can change screen exits based on whether or not a level has already been passed =D |
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Kailieann Koopa Level: 11 Posts: 94/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Originally posted by BioOriginally posted by Lemon de man There are three possibilities I can think of (and I intend no offense by any of these, I've been guilty of all of them myself in the past) Either he forgot to apply the IPS patches for the pipes, and as such the pipes don't work. Or he inserted the pipe blocks with Blocktool but couldn't find them in the Map16 page. Or he inserted the pipe blocks but didn't add graphics for them, which in turn prevented him from finding them in the Map16 page. I'm afraid I can't help any more without a little more information. |
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Kailieann Koopa Level: 11 Posts: 95/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Sounds like an internal program error to me, which unfortunately isn't likely to be something we can help with. As a last ditch effort, you could try to expand the rom with Lunar Expander and give it another shot. If that doesn't work, your best bet would be to redownload.. well, pretty much everything. |
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Kailieann Koopa Level: 11 Posts: 96/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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link | |||
Kailieann Koopa Level: 11 Posts: 97/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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The special world blocks are based on level number. The wrong level number, at that. Either use a hex editor and change the second byte of the block code from FB to EA, or swap your levels around so Special is 135 and not 124. |
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Kailieann Koopa Level: 11 Posts: 98/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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1) Find a website that will host your file 2) Upload the file to your host 3) Post a link using the url tags |
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Kailieann Koopa Level: 11 Posts: 99/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Unfortunately, no. I leech bandwidth from a friend with her own server, so I'm quite out of the loop on free hosts. Geocities, Tripod, and Angelfire are good standbys, but they tend to shut down rom-esque sites after a while, so it's not a long-term thing. |
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Kailieann Koopa Level: 11 Posts: 100/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Spin jump |
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Acmlm's Board - I2 Archive - - Posts by Kailieann |