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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: 6716 days Last view: 6716 days |
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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: 6566 days Last view: 6466 days |
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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* |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6467 days Last view: 6465 days |
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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: 6716 days Last view: 6716 days |
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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: 6651 days Last view: 6467 days |
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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. |
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Davros Porcupo So much for unlimited power. :P Since: 03-16-06 From: Maquila Beach Last post: 6465 days Last view: 6465 days |
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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. |
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ghettoyouth Panser Since: 11-19-05 From: Germany Last post: 6579 days Last view: 6579 days |
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Originally posted by Davros this is the same way like i did. it's much better than a custom block. |
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Tatrion <_<; Since: 11-17-05 Last post: 6466 days Last view: 6465 days |
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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: 6497 days Last view: 6490 days |
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Originally posted by smweditWhat’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 TatrionIs there no way to work around this? |
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ghettoyouth Panser Since: 11-19-05 From: Germany Last post: 6579 days Last view: 6579 days |
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Originally posted by 182077607309.34 + yes, you could write a custom subroutine_¬ |
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