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Acmlm's Board - I3 Archive - - Posts by pikaguy900 |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Yeah, you can go there now if you want, but you won't get what's there until you get Wave Beam. Just ignore it for now. You'll know when it's time to come back. You always know when it's time to come back to an area you've been to before. It's the points where it's time to go somewhere you HAVEN'T been yet that get you. Good luck on it- You may need it. (It's true in ALL cases, not just in this hack.) | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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I just used the Bouncing Turn Block (The description says, "A turn block you can bounce off of from the side...?") for the first time, but I noticed that the sprite it creates (at least, I THINK it's a sprite- Its tiles are in GFX01, after all) is the P (Or POW) Switch GFX. Is there any way I can remap the tiles either of these uses? Since the hack I placed them in uses SMAS-SMB3 GFX, I want the block to look exactly like that fun block in SMB3 that you could bounce off of (and it sometimes gave you a Super Leaf). I already have the Block GFX right, but this is bugging me a little bit. Can someone help me here? | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Originally posted by Kai Okay, thanks! I'm not planning on using Berries in this hack, so what would I replace 42 with to place it where the Berry Sprite is? (I'm not exactly familiar with how this stuff works, so I just place whatever people tell me to put. XD) (Also, I'm looking for Lunar Address so I can check something, but I couldn't find it at SMWCentral, and I forgot FuSoYa's website. XD Does anyone remember what it is?) |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Nooooooooo!!! I'm in 15th place!! Oh well. Better luck next time. (Yes, I want to fail miserably at this. It sounds so fun! )
Let's see... Why am I not surprised that Xkeeper is in first place? XD |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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So, I place 80 in the place of the 42? Sweet. Thanks a lot! NOW I understand more about how to remap GFX! Now all I really need to know is exactly where everything is. XD But I can find that out later. No sense in learning now when I might not be needing it.
Uh-oh... Remapping it didn't work, for some reason. It STILL has the same tiles... I'm going to try remapping it again, in case I accidentally opened up the wrong file.... Edit: Oh yeah, by the way, the only thing that the remapping did was remap the sprite used by the Bouncing Turn Block. XD I'll switch the GFX around. That should fix it. ...Unless the Bouncing Turn Block is supposed to use the P Switch GFX. O_o (edited by pikaguy900 on 12-08-06 09:40 AM) |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Originally posted by Glyph Phoenix Cool. I'll check it out. Though, it doesn't SOUND stupid... |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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I'm trying to get the SMB3 waterfall GFX set up properly (the foreground waterfall GFX, mind you). Since I've replaced Turn Blocks with SMB3 Breakable Bricks, I though I'd replace the Turning Turn Block animation with the Waterfall Animation. Well, for some reason, I can't get the tiles right. I know that for each part of the Waterfall, there's 4 different frames, but getting the tiles directly from SMB3 via ZSNES savestates is hard, as it'll always show duplicate 8x8 tiles, thus making my work harder. All I ask is a simple picture how I would go about setting this up. I already know I have 1 frame right, but I can't figure out where the other frames go, or even if I have all the frames! Please, at least show a screenshot of how the tiles should look seperately. That's all the help I need. | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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; Okay, I'll look through the ROM itself. But I hate the Turn Blocks, anyways. If I want to have one of the Breakable Bricks turn into a coin when a P Switch is triggered, I can always use the one found in BlockTool. And just so you know, that block is actually bad. Hitting it causes a sprite to spawn, but the block itself doesn't bounce. It does when you use BMF's patch, for some reason. Thanks anyways, though.
Edit: Well, the ROM thing didn't work. I took a peek in a savestate of SDW:TLC to see how they were set up there (No, I won't get any GFX out of it. I'm not stealing anything from that hack, or any hack, for that matter.). It's.... Weird. If only I knew how I could set it up properly without harming any built-in animations in my hack that I don't want to mess up... I know that at the very end of GFX33.bin, there's a line of 8x8 tiles with a line through them \. Is it possible to use those without harm? (edited by pikaguy900 on 12-08-06 05:54 PM) |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Here's a good question: How do I fix the music for the Ending sequence? Currently, there's no music at the music track titled "Princess Kiss" (The ending music), but I found the ending music.... WITH THE OVERWORLD MUSIC. It's 01- Title Screen. O_o How in the world can I fix this? | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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"Desintallation"? Why in the world are you flooding yourself with Spyware, viruses, and the like? That just seems... stupid. | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Whew... Good thing I didn't modify them... Thanks for alerting me to that!
Edit: I finally did it. Whew. I had to make a lot of SMAS savestates in order to get all the tiles! But I did it nonetheless! XD Why do people always seem to solve their problems with ease after asking for help with them? (edited by pikaguy900 on 12-09-06 10:39 AM) |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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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. | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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I have a few:
1: What are the Green Coins for and how do you get them? 2: Exactly what's with the RPG stats? 3: Why are there RPG equips on the View Profile screen? 4: Do any of these RPG things have an effect on the RPG forum? 5: Any RPG games here to play? (In case you didn't know, I love RPG games.) 6: What was with all the odd name changes to My Computer-styled stuff a few weeks ago? No, I don't expect an answer to any of the questions. I just would like to know, that's all. |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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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. |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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1: If you don't see it in the Overworld editor, get Version 1.63 (at SMWCentral or at FuSoYa's website). It's the newest version, possibly the best, and it already lets you edit the Title Screen. One last thing- If you're going to be stubborn and not get it, simply open LM, open your ROM for editing, and before you do ANYTHING, simply type out "Chelsea". That should do it. If the program icon changes and you get a message down in the bottom bar that says "Chelsea is REALLY cute!", then you've done it right. Now you can go into the overworld editor and edit the title screen and such. But like I said, the most recent OFFICIAL editor update already lets you edit the title screen stuff, so that code is obsolete.
2: Nope. You only get what you see in the dialogues that let you edit levels on the overworld. However, you've got about 500+ (in decimal, by the way) levels to edit, and most of them can't be entered directly from the Overworld. For some reason, Nintendo used some of the Overworld Levels as secondary levels (levels you go into using exit-enabled objects), but since you've got a lot of levels marked with "TEST" in Turn Blocks, use the levels you can use on the Overworld as Overworld levels and leave the rest for secondary levels. That's how you get the maximum amount of levels possible in your hack. I have no idea what you're talking about in question 3, so I'll just ignore it... |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Man, I'm tied for 8th place. This MUST be an alternate dimension...
In other news, I've got the holiday spirit now. I went to a parade last night and gave all the candy I picked up to a little kid who was next to me. ...Then I got interviewed and had my words taken out of context. As if my mom doesn't do THAT to me ALL THE TIME. |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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1: Huh. Now that I've read your edit, I don't know what the problem is. You'll probably have to set the layer 1 properties again. I've had to do that from time to time... For the path, that's because of Layer 2 Event settings. Get rid of that if you don't want it. If you've just taken away all Layer 1 and Layer 2 tiles from the original ROM, don't forget to go into the Layer 1 and Layer 2 Event Editors and get rid of all tiles Nintendo used there. They don't go away simply by deleting the Layer 1 and Layer 2 tiles.
2: The Door (not Gate, DOOR) is, in fact, a Level tile, which means you have to REVEAL it. This means that if the level on the other side of the Door is to be revealed by clearing the castle (thus opening the door), you'll need to use the Layer 1 Event Editor to make the level appear. That is, unless the Door is on a different Submap than the castle. Then you can use the Layer 1 Event Editor for BOTH of them. So, let's go through this again: YOU MUST REVEAL THE OPENED DOOR USING THE LAYER 1 EDITOR TO MAKE IT WORK. Got that? Good! The Destroy Level Tile Settings are only for Castles, Switch Palaces, and Fortresses. (edited by pikaguy900 on 12-10-06 12:09 PM) |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Originally posted by LizardKing That sounds a lot like another game I know (and used to play, though I lost all the time... ), called Tag. In case you don't know what it is, it's basically like what you just explained, only everyone could run wherever they wanted (and hide behind things, too), and the person who was "It" (The one who must catch the others) chased them. If someone got caught by the one who was "It", they'd become "It" and the previous "It" would run, too. Basically, Tag is like trading the "It" status, and technically, there was no winner. I couldn't run very well (And I still can't! XD), so I was usually the first to get tagged. It was fun, but recent news says that schools are banning it because kids can get hurt by playing it and they say they don't want the kids to get hurt. In truth, they just don't want to get sued by stupid parents who will sue the schools simply because of something that their own kids did. XD Other games I played included... well, I can't exactly remember. I don't socialize very well. |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Is it possible to make a block that creates Sprite 2C (Yoshi Egg- Red/Blue/Yellow, depending on X-position) when hit from below? I don't like the fact that you can only get a Green Yoshi from a Yoshi Block, and I'd like to have a Block spawn a Baby Yoshi of different colors (Think SMA2, where after you made the Baby Yoshis grow up, you could get them from blocks that normally spawn Green Yoshis by simply being Super (Yellow), Fire (Red), or Cape (Blue) Mario/Luigi). Would this be possible? If so, how would it be made in code? | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Originally posted by Pasgeti_; Why do you hope it was sarcasm? It wasn't, by the way. Then again, I can barely remember much about when I was younger. XD And for your information, I'm only 15. |
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Acmlm's Board - I3 Archive - - Posts by pikaguy900 |