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Acmlm's Board - I3 Archive - - Posts by FPI |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Finally some kind of proof that it's still possible to create something interesting with SMAS-GFX. ![]() |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Originally posted by Bio Yes, I'm sure they have it already. ![]() |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Originally posted by lynch82 Me, for example. ![]() ![]() I know it would be possible of course, to use the way Nintendo did, and place all your custom ground tiles which have the same behaviour etc everytime in the same location of the ExGFX-file and use the same palette all the time, so you could use the same map16-space for a lot of different tiles again and again... but I never cared about that so much, because I also never thought that I would need so much space. ![]() |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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You're using ZSNES, right? If yes, try SNES9x, and it will probably work.
From what I've know, this happens if you use M16-k7 in the hack. |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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I just noticed right now, that the Add-time-custom blocks are not working right for whatever reason. I tested actually a level part from my hack several times, (which contains quite a few of these custom blocks) and most of the time, they are working, but sometimes not, and that is bad. Have anyone encountered the problem as well? Is there any way to fix the blocks? (I'm actually using the +10 & +50 ones, but I'm sure that counts for all versions of the block ![]() ![]() |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Originally posted by Surlent Can't say that, because I have only one level (-part) so far in which I use the blocks. But besides that, I never had trouble with all the other custom blocks in my hack before, and normally my levels are really big, so I don't think that is the problem.
In fact i tried it first in a vertical level, but that was very buggy. If I remeber right, I tried some time ago to get the "sprite smashable brick" in a vertical level to work, but it wasn't working either. Yeah, but we all know, a lot of things are not working in vertical levels. So, I switched the level to horizontal, setting 00. Should be working ![]()
The problem is, that the blocks are working most of the time. I can play the whole level and every block is absolutely fine. And no, the block remains not intact, because he acts like a coin, because I want the block disappear after collecting them, because otherwise the level would not make sense. Originally posted by Xeruss As I said before, the block is working right most of the time. ![]() edith: After making some more test, I think I was was wrong about the "the blocks are working most of the time" - it happens in every test, that at least one of the blocks is not working. (edited by FPI on 04-07-06 01:03 PM) |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Actually, very easy. It's level 24. Use another level number (24 is the Dragon Island-level where the time remaining and the points have something to do with the level exit location) | |||
FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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I could be wrong, but if I remember right, the same thing happens in the original SMB3/Allstars, by hitting a P-Switch, too. | |||
FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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So, what's exactly the programm? To insert some new movements for mario, just open the Overworld Editor in LM, go to "File" --> "Title Screen" and you will see, what to do, just follow the instructions.
Your second post sounds a bit like that your colours are messed up in the title screen demo? If yes, you should try to use only the first eight colours from the palette (I'm not sure if that counts for every palette, that probably only counts if you are using palette 0 - I had that problem some time ago, and it was palette 0 I was using and at least one colour was shown wrong in the emulator, but that was easy to fix) |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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You have to set the layer 2 initial position right. Most of the time it will work if you set the BG initial position to C0. If that's not working, you have to try it out a little bit with the several settings. (edited by FPI on 04-10-06 06:42 PM) (edited by FPI on 04-10-06 06:43 PM) |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Here you go: http://www.fpi-productions.de/various/dwtlc100.zip | |||
FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Maybe you should start saying, what exactly you are trying to do.
Of course it's possible to use animations with ExGFX. And I'm not sure what graphics you are looking for in YY CHR. If you inserted custom blocks, you only insert the behaviour of the blocks, but not the graphics, you have to create/insert them yourself in your hack, i most cases with using ExGFX-files. |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Originally posted by Mr. Saturn Place a tile which acts like 10C below 191 and a tile which acts like 1D8 below 16E. That should fix your problem. |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Originally posted by taka-87 No need to repoint something, you have to use ExGFX. First you must extract the GFX, 05 is the mushroom-file with the bullet bills in it, so you have just make a copy of that GFX file, and rename it to ExGFX80 for example. After inserting it you can easily replace the graphics that the floating skulls are using. Note that you can't use Diggin' Chuck in the same level anymore, because some of his graphics will uses the same place as the skulls.
Each of the skulls count as one sprite. There are four skulls, and only 7 are allowed at the screen at once. So, the second set have also four skulls, so you have eight sprites at the same time, at that's not possible for SMW, so it will disappear. |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Have you saved the overworld in the overworld editor after editing it? | |||
FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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lol, and as you can see on the screens above, it's still there XD | |||
FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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I have some questions about the *96, which appears in the original SMW, if you have found all exits in the game. I just counted all the exits in the game, and so far, the two last levels (with the ending sequence after it) doesn't count for that, right?
I found out in the offset list that there is a way to decide, after how many numbers of exits the font turns blue, but is there also a way to decide, after how many exits the *96 will appear? |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Originally posted by spel werdz rite + That would be much appreciated! The thing with the *96 wouldn't be a problem if I would have less than 96 exits, because in that case the *96 wouldn't show up, and that wouldn't so bad either, but since I have more than 96 exits, I don't want this *96-thing appear after getting 96 exits so far, that would be just wrong and irrittating...
Hm, I don't think so, as spel werdz rite already said, FuSoYa used both in his hack (I actually can't remeber for what... maybe the blue color for finding all exits except the Boo World, and after finishing everything the number with the star, but I'm not sure) |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Originally posted by Davros Of course that helps! Thanks a lot! ![]() |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Originally posted by ghettoyouth I wouldn't call this a bug, since it's just a different sprite-set, nothing more. But you can easily avoid this by using a door instead of a pipe. |
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Acmlm's Board - I3 Archive - - Posts by FPI |