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0 users currently in SMW Hacking. |
User | Post |
Pac Posts: 235/804 |
And Besides, I just copied Iggy's Castle from SMW to test it. Everything is in the exact same place.
Thanks Matrizzle. |
Alastor Posts: 4612/8204 |
Uh. Shiryu. The answer was already posted... Over an hour ago. It's like you didn't even try to read the thread. |
Shiryu Posts: 64/275 |
I think it's becouse is on a subscreen boundary, try placing it in another place and see if it stills doing it. |
Deleted User Posts: 1044/-7750 |
Your link color is not that different from your normal text.... |
Mattrizzle Posts: 43/44 |
I already posted the addresses to fix that here. It's in my second post on the page. |
Sukasa Posts: 790/2068 |
Wierd... The sprite is casuing the problem. The dorr resetting is caused by how SMW seesm to handle uploading graphics data from the MAP16 tables to VRAM., which means that the level's internal tilemap isn't changed, just the graphics. you'd need to find out where in the ROM the sprite that draws the door is getting it's tilemap data from and change that to the correct tiles. |
Pac Posts: 230/804 |
I had to move a few tiles around in some of the GFX files, and I edited the Map16 tiles to accommodate that. One such set of tiles I had to move around, was the climbing net.
Lookie here: I get here, and the door is fine. I flip it, and the map16 tile of the normal cage edge, before I edited it appears in its place. When I get around, the map16 of the door before i edited it, appears in its place. I go a screen or two away, and it's back to normal. |