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The General Resource Help Thread

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Originally posted by Romano338
This one, heard in Super Mallow World, level The Final Exam
https://youtu.be/T-H8uCd1t5g?t=10m27s

This one is CORE from Undertale.
Originally posted by Romano338


And this one, in Super Sheffy World, in the level Eternal Demise
https://youtu.be/zwuCklRTrDA?t=22m30s


When i played it people said it was from Super Meatboy
Originally posted by Linkdeadx2
Originally posted by Romano338


And this one, in Super Sheffy World, in the level Eternal Demise
https://youtu.be/zwuCklRTrDA?t=22m30s


When i played it people said it was from Super Meatboy


It is indeed! Super Meatboy, Hot Damned

Thanks to you two!!
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
hello, its me again.
i'm searching two songs:
This one, from Morton's Empire
and
this one, from Ganymede

plz pm me ideas to put here cause i dont have ideas

Is there any lava that kills from all sides/angles, somewhere?
I'm tired of lava not killing you when you enter it from certain angles. I have no clue why Nintendo decided this would be a good idea.
Knowing that I need buoyancy so fishes and stuff can swin in it.
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1


Originally posted by Romano338
Is there any lava that kills from all sides/angles, somewhere?
I'm tired of lava not killing you when you enter it from certain angles. I have no clue why Nintendo decided this would be a good idea.
Knowing that I need buoyancy so fishes and stuff can swin in it.


Have you tried to set the lava top to act like tile 005 yet? I did this and worked... If not, I think a kill block that acts like tile 2 oe 5 would solve the problem.





Dream team (feed them, please):






It is set as 5, but in some specific angles you kind of enter it like it's water.
Killing block, so you mean a block where the asm sets the killing and the "act as" only changes the consistence of the block? Interesting idea. I'll try that.

I have an other question:
Do you guys remember those munchers coming in and out of small pipes in SMB3 W7? I thought I'd easily find them for SMW but nothing #tb{'_'} I tried looking for "plant", "piranha", "muncher", "pipe", "smb3". Are they somewhere?
Thanks
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
https://www.smwcentral.net/?p=section&a=details&id=3991

you will have to make your own exanimation tho. or rip from another hack that have it.
i dont know if theres something like this in the graphics section


Originally posted by NaroGugul
https://www.smwcentral.net/?p=section&a=details&id=3991

you will have to make your own exanimation tho. or rip from another hack that have it.
i dont know if theres something like this in the graphics section


Unfortunately, there aren't any muncher animations for Framal blocks in the site. The alternative is rip them from Pac's Graphics Hack or using SMW's original muncher to build the frames like you'd like.





Dream team (feed them, please):






Ok, that's way trickier than I though!
So I guess UberASM is required? Since the asm file is linked to the exAnim slot, meaning that if I put that file on the whole hack, all the exanims on that slot will act like my in-and-out munchers?
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
Originally posted by Romano338
So I guess UberASM is required? Since the asm file is linked to the exAnim slot, meaning that if I put that file on the whole hack, all the exanims on that slot will act like my in-and-out munchers?

Nope, looks like the block code is all that's needed. The block just needs to know which ExAnimation slot to "listen" to, it won't affect anything else in the game.


 
We agree that the exnim slot is this:


But this is a per-level thing. There is a slot 00 in each level, and it can be a different exanim on that slot (yet it will be named slot 00).
The file of the framal block doesn't ask for a level number, just a exanim slot. So if I apply it to the whole hack, it should apply it to "exanim slot 00" on the whole hack, and this slot is used for different animation depending on the level.
I fail to see how my slot 00 in level 22 will use the framal asm file but not my slot 00 in level 47, where I don't need the framal thing.

PS: it might be obvious and I don't see it!
Super Mario Pants World
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Luigi's Lost Levels 2 - Back With A Revenge
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VLDC12 - 72HoKaizo#1
All of the ExAnimation slots are the same, it's just each level has their own ExAnimation setup. That means e.g. slot 00 for level 105 is the same as slot 00 for level 1.
That means, yes, the framal blocks apply to slot 00 of any level.

That being said, it isn't the ExAnimations which are controlled by the blocks but rather vice versa: The blocks are controlled by the ExAnimation. Blocks only run when something (be it Mario, a sprite, the cape or a firevall) touche them. If some code runs when the block is not touched, a sprite, UberASM or here, ExAnimation is used instead which is the case here.
In other words: It's the obvious thing so that if you don't want to have the framal blocks in level 47, you simply don't use them.
Originally posted by MarioFanGamer
All of the ExAnimation slots are the same, it's just each level has their own ExAnimation setup. That means e.g. slot 00 for level 105 is the same as slot 00 for level 1.
That means, yes, the framal blocks apply to slot 00 of any level.

That being said, it isn't the ExAnimations which are controlled by the blocks but rather vice versa: The blocks are controlled by the ExAnimation. Blocks only run when something (be it Mario, a sprite, the cape or a firevall) touche them. If some code runs when the block is not touched, a sprite, UberASM or here, ExAnimation is used instead which is the case here.
In other words: It's the obvious thing so that if you don't want to have the framal blocks in level 47, you simply don't use them.

Well, of course, it's as simple! I was making it way more complicated than it is!!
Thanks to all of you for the infos!
Super Mario Pants World
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VLDC12 - 72HoKaizo#1
Hi, me again... :D

Hi

The pack Piranha Plants and Venus Fire Traps has an issue: all the Venus plants are broken. Meaning the shoot all the wrong way (in the direction of the sky)

In the comments it says:
Originally posted by Tattletale
Pixi 1.1.0 had borked defines for !extended_y and !extended_x speed, so the sprite was coded like this:

LDY $02
LDA FireXSpeeds,y
LDY $00
STA !extended_y_speed,y
LDY $02
LDA FireYSpeeds,y
LDY $00
STA !extended_x_speed,y

Now that pixi 1.2.1 fixes the defines, this sprite has to be fixed as well. I also recommend porting that whole piece of code to use SpawnExtended.

But there is no indication on how to fix this.

Is there a simple way?

Thanks
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
What's wrong with that code is that it switches the X and Y speeds because the labels are mismatched. (for instance, line 2 says "load the X speed value" while line 4 says "store that value to the Y speed".) Apparently that was done on purpose because PIXI used to do it wrong, but now that PIXI fixed it, the code is wrong.

To fix it, swap "!extended_x_speed" and "!extended_y_speed".


 
Originally posted by WhiteYoshiEgg
What's wrong with that code is that it switches the X and Y speeds because the labels are mismatched. (for instance, line 2 says "load the X speed value" while line 4 says "store that value to the Y speed".) Apparently that was done on purpose because PIXI used to do it wrong, but now that PIXI fixed it, the code is wrong.

To fix it, swap "!extended_x_speed" and "!extended_y_speed".

Ok, thank you!

And anybody has any idea of how I can make the nipper not spin-jump-able (I can bounce off it)? I was hoping for a line of code saying "make it spin jumpable" or something :D but of course it's not that easy.
In CFG Editor, "can be spin jumped off" isn't ticked, so I guess that property is made in the ASM file
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
The interaction is the default interaction, meaning that you need an external patch to make use. Simply go to the table "CustomSprites:" and put a one for the corresponding sprite number (e.g. if the Nipper is inserted at sprite 42, go to the line with 40-47 and replace the third* $00 with $01).

*Third because we start to count with 0, not 1.
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