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Discussion and Questions

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Wait just a minute. That ain't the only tile for that. In fact, there's another similar tile overlapping with the green color, but without those 4 pixels. How come you didn't see that, huh?

Edit:@Herobrine81902: The game's WIP, you know, but I want the level to be judged at its current state. Plz forgive me.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

is there any way to keep my yoshi message in tact for the final collab? it doesn't matter too much, but I'm using it to contextually explain an otherwise inconsistent design choice in my level #fim{TTwTT}
ask me if i give a f*ck...

How might I go around avoiding this annoying flashing due to exanimated palette and tile simultaneously? Would I have to make a unique frame for the actual fire sprite with different colors, rather than animating the palette? But then in that case, color depth is being reduced...
https://a.pomf.cat/giocgo.mp4
Switch: SW-2766-9108-9399Twitter: @Vine_STYouTube: that ivy guy
If I don't use any custom music, can I use 5 or more original music?

For example, I already used '02 Here we go!', '06 Cave drums', '12 Switch Palace', and '14 Done Bonus Game (SFX)'. In this case, I should remove one of them to use '03 Water level'?



and, can I use "Display Level Message 1" sprite?
Originally posted by MasterSkodwarde
Wait just a minute. That ain't the only tile for that. In fact, there's another similar tile overlapping with the green color, but without those 4 pixels. How come you didn't see that, huh?

Exactly, it overlaps with the green color, so the background can't be transparent (you cannot recolor with transparency). I'm pretty sure the green it overlaps with is also the color the hill uses, so you can't recolor just the background either. Nice try.

Originally posted by Lsh0426
If I don't use any custom music, can I use 5 or more original music?

Sure, doesn't eat any compilation space. They will either be replaced with already inserted remixes or be kept, that's to be decided.

Quote
and, can I use "Display Level Message 1" sprite?

Yes.

Can't answer other questions cause bad mob sorry
It's easily the best thing I've done
So why the empty numb?
can we make sure to somehow label levels that require switch blocks for the secret exit / yoshi coins? i dont want to go through an entire level only to find out i cant 100% it because i didn't hit a switch yet.
Or centralize the switch palaces to one area so they can all be hit right away? idk, i'd rather label the levels with a little ! marker or something
ask me if i give a f*ck...
I'd prefer if people had the common sense to not make their exits and coins absolutely require a switch. I mean come on, that's just silly. SMW only ever did that for the special world entrance, and that's because it was a game with progression. Doing it in your level adds nothing, it just means you can't think of an interesting way to hide stuff, which probably means you better off just not.
It's easily the best thing I've done
So why the empty numb?
Am I allowed to have more than two messages box texts?
As long you use vanilla tricks, yes.
GitHub - Twitter - YouTube - SnesLab Discord
Very well, thank you.
I'm not sure if anyone else has this issue but there seems to be a problem with Yoshi's disappearing when coming out of a vertical exit pipe. I have checked all exits/entrances settings and they are correct and it seems it persists if I were to re-patch and import levels in. There may be an issue with the base if so...
How the hell does the map16 remap work? I used page 7 and rules says I have to use page 3, so how do I move them without having to redo everything?
700-7FF,-400
Your layout has been removed.
"Edit > Remap Direct Map16..."

Originally posted by leod
700-7FF,-400

It's easily the best thing I've done
So why the empty numb?
I"m having problems with layer 3 BG.
I got the layer 3 to appear behind layer 2, something i was about to ask for help. Only thing i found was "Move Layer 3 to subscreen." Is there any other way, or thats correct?

My problem is with Message boxes. It screws up the background movement and position. Is this a case of "patches will be added in the compiled ROM" that will fix that?

Will the Status Bar remain on layer 3 instead of being sprite in levels with no layer 3 BG?

You can also remap background tiles with ease using the rather obvious "Remap" button on the layer 2 editor that I took way too long to notice
Switch: SW-2766-9108-9399Twitter: @Vine_STYouTube: that ivy guy
Originally posted by Lucky Bacon
I"m having problems with layer 3 BG.
I got the layer 3 to appear behind layer 2, something i was about to ask for help. Only thing i found was "Move Layer 3 to subscreen." Is there any other way, or thats correct?

My problem is with Message boxes. It screws up the background movement and position. Is this a case of "patches will be added in the compiled ROM" that will fix that?

Will the Status Bar remain on layer 3 instead of being sprite in levels with no layer 3 BG?


As for the message boxes, there's nothing can be done about it. I don't think Jack actually applied a fix for it in VLDC9.

Now for the status bar going in behind, it will be fixed in the compilation ROM.
GitHub - Twitter - YouTube - SnesLab Discord
Is the No More Sprite Tile Limits patch being applied to the rom? I don't see that particular patch when it lists all the patches in the rules thread.
The No More Sprite Tile Limits is integrated in the SA-1 Pack since version 1.10. Actually, the NMSTL included in SA-1 Pack is way more superior than the original one, with faster performance and better compatibility with other sprites, being one of the most important patches for the 20 sprites support, when using sprite header index 0x10.

In other words, it's included.
GitHub - Twitter - YouTube - SnesLab Discord

If I can't submit 2 or more entry, so can I create another account and submit an entry?
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My hacks:
Bowser's Castle (finished)
Bowser's Castle 2 (finished)
Super Mario World - Mushroom Revolution (Work in progress)
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