Just a quick, simple question: Do all of the Cheep-Cheeps use the same tilemap? The ROM map says that they all have different values for $166E,x, but I only see one entry for a Cheep-Cheep tilemap. Can I safely assume that the two non-flopping frames are used for all of the Cheep-Cheeps, including the ones that jump and the ones from the generator?
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I'm working on a hack! Check it out here. Progress: 64/95 levels.
The camera at the beginning of my level starts off too high up and pans down to Mario's start position; therefore, it registers that Mario has fallen into a pit and died.
How do I edit the camera's beginning position and fix this?
Go to the "Modify Main and Midway Entrance" dialog, and in the area that says "Layer 1, 2 (FG, BG) Initial Position", make sure both dropdown boxes say C0 if the Mario's entrance is toward the bottom of the level, or 60 if it's toward the middle.
Is there a way to insert ExGFX in layer 3?________________________________________________________ Mario the Gaul
I have a problem with Block Tool Super Deluxe.
My ROM is 4MB and always when I try to open my ROM with BTSD, I get a error "No 0x200 Header". Lunar Magic doesn't have any problem with my ROM. I tried to repair the Header with SNESTool - nothing. Also I can't add new Header - Wrong Filesize.
Edit a level in Lunar Magic before inserting.
Well i guess this question might get too basic for many of you, but i still wanted to ask.
There's this thing about sprite limitaiton i haven't been able to fix. I have a level in my hack, where i bypassed ExGFX to have a SMB3 smashible brick, along with the "Rope" tileset for FG. And in the sprites, whenever i insert the gray clock wise and counter clock-wise plattform it doesnt' appear correctly but cut in half, although i can still stand in air.
Is that problem a sprite limitation or what?
Also... a Youtube user who always plays hacks showing them, speaks of sprite limitation. I thought i was just supossed to deal with the screens but it seems it's bigger than that.
Yes, it is a problem with sprite limitations. To prevent slowdowns, Nintendo made tiles get cutoff if there were too many on-screen. There's a patch in the patches section that will fix this problem.
I have a question about events.
When I activate the secrete event (Event 6) for level 106, I get lots of flashing, bu then it goes back to normal.
Looks like this.
Ignore the name.
Originally posted by ChaoticFox
Edit a level in Lunar Magic before inserting.
Nope, doesn't help. Lunar Magic doesn't have problem (no message) but all the other programms like AddMusic and ABSD say no 0x200 Header
You probably need a new Rom.
Originally posted by ChaoticFox
You probably need a new Rom.
That's what I don't want to do.
Is there no possibility adding a header with HEX?