Register | Login | |||||
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
| |
0 users currently in SMW Hacking. |
User | Post |
pikaguy900 Posts: 525/748 |
Oh please no... Not again...
I'm having problems with the Mario-Only and Luigi-Only Blocks in BlockTool again. Like last time, I've used SWR's fix for them that makes the Mario Block rewrite "Mario" in the status bar. Like last time, THE BLOCKS WON'T WORK. Neither Mario nor Luigi can make the blocks work (they're solid for BOTH of them), and I've tried setting them to different act like settings, but nothing is working. I seriously need help on this. I really want to use these blocks, but... How can I if they refuse to work? Worse yet, neither the original blocks nor the readme for the fixed ones say what the blocks are supposed to act like. Someone on SMWCentral had a problem with them not working, and was told to make them act like Block 40. I did that, but they were solid for both Mario and Luigi. Setting them to 25 does the exact same thing. Did I change the wrong offset things in BlockTool? The readme says to "change the block offsets of 184 to 31", 185 to 62, and 186 to 70. Doesn't that mean I have to change the Above, Below, and Sides offsets to those numbers, or do I also have to change the Sprite Offsets to those values, too? (See, this is why I named this thread "Odd Problems". ) |
FPI Posts: 145/197 |
You can use "slow", of course. It depends on your vertical level's lenght.
From the LM helpfile: (The FAQ, actually)
|
Ninetales Posts: 798/894 |
If I remember correctly, vertical levels in SMW are not made to work with a background set to anything besides "None" for the BG scrolling. SMW stores extra graphics data directly below the background, so when you scroll the background down (something that normally can't happen) you reveal this extra data, which appears as garbage. If you don't have a background and instead have a level on Layer 2, you can use certain sprites to scroll the background sideways or do other effects, such as those in Morton's Castle. Otherwise, I'd suggest leaving the BG Scroll set to None on vertical levels. |
FPI Posts: 142/197 |
You could still check out the "Slow"-option for Vertical scroll. |
pikaguy900 Posts: 514/748 |
I had the entrance at Screen 00 and it didn't work, so I just set it to None. It doesn't look as good, but at least it stops that garbage.
I still would like to know how to fix it another way so I can use other Layer 2 (BG) scrolling modes. |
FPI Posts: 141/197 |
Make sure your entrance isn't in an screen with an odd number (You have to use 00, 02,04 and so on - otherwise you will get garbage)
If the vertical scrolling is set to Variable, that could of course cause problems as well, just try to set it to None. |
pikaguy900 Posts: 512/748 |
I've noticed an odd problem in one of my hacks. In one level, I have MikeyK's custom block SMB3 pipes (I got tired of FuSoYa's pipes messing up after placing SMB3 GFX in a patch with them). They're working great so far (except that they move too fast), but... The level is a vertical level (I already patched the patch for sprites to react to these pipes in vertical levels), and when Mario enters the level (The FG and BG Initial Positions are 00, like they should be for this level), going towards the bottom creates... GARBAGE. Horiz. and Vertical scrolling is set to Variable. Is that my problem? Or is it the pipes? I'm wiling to set Layer 2 scrolling to None if either one is the problem- They won't scroll that way, and thus problems are solved. ...But it doesn't look as good. |