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05-19-24 08:06 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Lightning Problem New poll | |
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BlindTheThief

Red Paragoomba








Since: 11-18-05

Last post: 6550 days
Last view: 6550 days
Posted on 05-05-06 06:53 PM Link | Quote
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?
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6400 days
Last view: 6300 days
Posted on 05-05-06 07:03 PM Link | Quote
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*
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6301 days
Last view: 6299 days
Posted on 05-05-06 07:50 PM Link | Quote
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.
BlindTheThief

Red Paragoomba








Since: 11-18-05

Last post: 6550 days
Last view: 6550 days
Posted on 05-05-06 08:56 PM Link | Quote
Uh hem, does anyone have the unglitchcy sub-routine for the lightning? Please? (That was d**n polite)
smwedit

Red Paragoomba


 





Since: 11-18-05

Last post: 6485 days
Last view: 6301 days
Posted on 05-05-06 09:22 PM Link | Quote
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.
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6299 days
Last view: 6299 days
Posted on 05-05-06 10:17 PM Link | Quote
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.
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6413 days
Last view: 6413 days
Posted on 05-06-06 04:52 AM Link | Quote
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.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6300 days
Last view: 6299 days
Posted on 05-06-06 10:16 AM Link | Quote
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.
182077607309.34 +

Red Cheep-cheep








Since: 11-22-05
From: Atlantis.
All your base are belong to us.

Last post: 6332 days
Last view: 6324 days
Posted on 05-07-06 02:52 PM Link | Quote
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?
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6413 days
Last view: 6413 days
Posted on 05-08-06 07:46 AM Link | Quote
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_¬
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