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06-02-24 02:25 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Lightning Problem
  
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ghettoyouth
Posts: 266/332
Originally posted by 182077607309.34 +
[
Originally posted by Tatrion
Don't forget that palette 0 becomes pretty much unuseable if you use either of these methods, as it is overwritten with Bowser's palette.
Is there no way to work around this?


yes, you could write a custom subroutine_¬
182077607309.34 +
Posts: 163/218
Originally posted by smwedit
an invisible sprite has to be touching it every screen, not an autoscroll one or the invisible block, you are going to have to make one invisible with exgfx and place it inside a group of 9 set to act like 130 and not able to be reached by mario.
What’s wrong with just placing one of these blocks in a level with a key on it, possibly with the key covered up by a layer priority tile?
Originally posted by Tatrion
Don't forget that palette 0 becomes pretty much unuseable if you use either of these methods, as it is overwritten with Bowser's palette.
Is there no way to work around this?
Tatrion
Posts: 1428/2467
Don't forget that palette 0 becomes pretty much unuseable if you use either of these methods, as it is overwritten with Bowser's palette.
ghettoyouth
Posts: 264/332
Originally posted by Davros
There's another method, but it involves LevelASM, which is complicated to some users.

It's the same code that smwedit posted for the custom block, but you must change 60 to 6B, otherwise you will end up in crashing. Here's how the code should be for LevelASM:

22 CC DF 03 6B

I tested myself this code and it works fine. It should be useful for other people familiar with LevelASM.


this is the same way like i did. it's much better than a custom block.
Davros
Posts: 80/310
There's another method, but it involves LevelASM, which is complicated to some users.

It's the same code that smwedit posted for the custom block, but you must change 60 to 6B, otherwise you will end up in crashing. Here's how the code should be for LevelASM:

22 CC DF 03 6B

I tested myself this code and it works fine. It should be useful for other people familiar with LevelASM.
smwedit
Posts: 39/62
A custom block: 22 CC DF 03 60
you have to know how to insert it into blocktool, and an invisible sprite has to be touching it every screen, not an autoscroll one or the invisible block, you are going to have to make one invisible with exgfx and place it inside a group of 9 set to act like 130 and not able to be reached by mario. I made an airship with lightning by using an invisible koopa shell touching that block when the block is in the center of the ship's body every screen.
BlindTheThief
Posts: 49/57
Uh hem, does anyone have the unglitchcy sub-routine for the lightning? Please? (That was d**n polite)
asdf
Posts: 2243/4077
Uhh...that's a very unstable method of creating lightning. Like SnifflySquirrel said, it actually activates the Bowser battle sequence. My advice is to ask, beg or blackmail the unglitchy lightning routine out of someone who has it. Or more politely, do it yourself. Whatever you do, don't keep that glitchy sprite in there.
SnifflySquirrel
Posts: 31/80
I'm afraid you can't. The hacked sprite is basically activating the Bowser battle sequence (the hammers are sprite data representing where the "battlements" are in the Bowser battle, and the "sproing" noise is Mecha-Koopas being tossed). You'll either have to live with the glitchiness or write your own lightning routine with LevelASM.

Now that I think of it... *wonders how hard it would be to trace the Bowser battle lightning routine*
BlindTheThief
Posts: 48/57
Alright, I copied the code from the falling spike to sprite 12 and inserted the sprite into my level. However, there are a row of hammers at the top of the screen and I can hear a "spring" noise periodically. How do I fix this craziness?
Acmlm's Board - I3 Archive - SMW Hacking - Lightning Problem


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