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05-04-22 05:40:25 PM
Jul - Posts by luckwii
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luckwii
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Posted on 12-12-10 10:26:29 AM, in New Metroid Bros. Link
Originally posted by Friedslick6
Originally posted by luckwii
Well, don't forget NSMB doesn't have the Metroid power-ups, or a lot of the gameplay. So if I went exactly how Metroid does, there wouldn't be that much more to do. It will be very close to the original game. Of course, I am going to use all the tiles from the original.


Well that's a given, replacing upgrades for coins/powerups/1-ups/etc.
Considering gameplay, perhaps metroids could be replaced with hard enemies, and the level could only be completed upon killing all these enemies? This suggestion could be modified to fit your ideas, of course.
About the level itself, will it be changed? If so, in what ways?

I'm very much looking forward to progress on this hack.


Yes, I will integrate the 1ups. etc. I will try and integrate as you are saying. Maybe some hammer bros. etc.

I built the second tall shaft in green because I am working on the gold palette. For some reason I can't get the editor to reliably import/export the tileset more than once. It starts to corrupt with the colors going off.

I will finish the game completely, it is just going to take a while since the planning and everything will take a lot of time.
luckwii
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Posted on 12-12-10 10:43:51 PM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by luckwii at 12-12-10 07:45 PM) Link
Originally posted by dirbaio
Oh, no... As long as you don't save anything, the editor doesn't write any changes to the ROM.



Back on track the problem was the view had to have the progress path ID set up. Also when I built my castle at the end it was built with the pieces out of order. The main section had to go down first.

So, I have one more issue I can't figure out. I have a tall vertical level with a free camera scroll. The view ends on the right side of the level. So because of the view, the screen doesn't scroll outside the level. But on the left side of the level I can't figure out which scroll control to use to stop the camera. I have more of the level heading left about mid point up, but I can't figure out how to stop the camera. Which scroll stop is used?

All I could find were details about vertical scroll stops. I have those working fine.

Oh and I have use 276 to successfully limit right hand movement, but not left hand.

luckwii
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Posted on 12-14-10 01:51:12 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Can someone explain the 276 sprites a little more? I got the 198/199 tiles working fine. I just can't reliably get the 276. I have read everywhere on the site, but I can't find anything showing which ones do what. The sprite data looks a lot more complex than the 198/199 regular/top limit.
luckwii
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Posted on 12-17-10 11:04:32 AM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by luckwii at 12-17-10 08:06 AM) Link
I released the first beta of my hack. It has the problem I can't clean up with the 276 sprites. I know how to use the hex and flip the outer numbers or letter around to control the height. But what do I do with my "T" shaped levels? If the "T" is on its side and I want to climb and then go left I get real bad camera twitch as I pass the 276. Is there some place I can put the sprite so it won't do that?

Also for some reason if I place a 198/199 combo, it won't work right if my level enters it from the right 199 side headed left. Anyway to fix this?

Dirbaio, is there anyway you can PM me. I have a NSMBe question for you specifically?
luckwii
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Posted on 12-18-10 12:05:38 AM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by luckwii at 12-17-10 09:08 PM) Link
Alright. I know you don't like getting PMs. I have been trying to compile the SVN and can't get it working. I have been spending most of my free time on the hack, and want to keep going as much as possible. Is there an easy way to explain how to compile using Visual Studio?

Also I wanted to know if there is a way to make the scroll stops work how I was explaining a couple posts ago. I don't see a way to use the 276 sprites without having the camera jump as I pass through them. I can put them exactly at the doors of my level, but then it gets really bad. So for now I hide them where Mario can't reach to minimize the camera jump.
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Posted on 12-21-10 01:52:57 AM, in New Metroid Bros. Link
I have another release coming soon. I am just about finished up to the first tower. That is Ridley's hideout in Metroid.
luckwii
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Posted on 12-26-10 11:09:56 PM, in Editor Development thread Link
I just tried the rev 135.

It looks great only I am having one big problem where I can't use it.

I built a completely custom tileset. I didn't use any objects under 100, because I found that they can become corrupt. So my hack is missing most of its tiles. There is another big hack that was built the same.

Is it possible to re-enable all the objects again in the tileset editor? Otherwise I am dead in the water...
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Posted on 01-01-11 12:37:19 AM, in New Metroid Bros. Link
Still working hard on the hack. Fitting Metroid worlds in NSMB is tough. The 198/199 don't like the stacked level progression at all. Another problem is the Metroid screens are taller than the NSMBe, so you can imagine what that does with the map blocks.

Next release should be in a couple weeks, although getting the Metroid bosses to match up with towers and castles is killing me. I have a way around that will work, but it is a pain laying out levels.
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Posted on 01-01-11 02:20:46 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by basher11
is it possible to edit world 1:1 area 3?

i get a freeze when i enter the pipe.


There is something in the area that you built that is crashing the level. A 276 sprite that extends past the map will do it for instance. Or, a sprite that hasn't been selected in the level configuration menu. If it is red on the map edit screen, I have had them crash the level.

Check that your pipe is assigned correctly.
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Posted on 01-02-11 10:22:18 PM, in New Metroid Bros. (last edited by luckwii at 01-04-11 04:11 AM) Link
I am releasing a new revision. It is not a perfect build, as there is a little work left to do on the tower enemies. But, it is very playable up to the first tower.

Tell me what you think.
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Posted on 01-07-11 12:01:18 PM, in Editor Development thread Link
The new revision with the tile editing control/click will be really helpful. Is there any way you can add more objects like in the other revisions as well? I still have my build starting at object 100+. I will just about have to start all tile builds over again without this added.

Thanks again for this editor. This thing is amazing.
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Posted on 01-07-11 06:24:31 PM, in Editor Development thread Link
Originally posted by dirbaio
Yes, you can add objects.
Select an object that doesn't exist, click Set End (on the toolbar) and all the objects up to that one will be created.



I mean I started my tileset objects at object#100. The current build only goes up to object 127. I need it to go up to at least object 200 like the old revisions did. I built the tileset this way because I was getting some object corruption in objects that were used originally in the game.
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Posted on 01-07-11 09:29:01 PM, in Editor Development thread Link
Originally posted by dirbaio
Oh...
Here's why I changed it:
In a level file, the object number is stored in a byte (8 bits). The max number in a byte is 255. So we (well, Treeki) thought that the object limit was 256.

BUT then I saw that making a tileset bigger than 128 objects crashed the game. Always.

So for some reason the game likes max 128 objects, so I changed it in the editor...



I am not getting crashes in the higher object numbers. Is it possible to re-add the 256 limit? I think it is a cumulative 128 objects that will crash it. Again, I was getting corruption below 100. What would happen was that some tiles would look right in the editor. But, in a real DS they were different tiles altogether. The fix at that time for me was to assign them to higher numbers than what the original tileset objects had.

I really want to use the new editor, as its additional content is very useful. But I have built a lot of my game based on the above mentioned. So, I would basically have to start all over to use the new editor revisions. I am surprised there haven't been many others with the corruption issue. SKJmin had the same corruption problem as well in his NSMB3 build. I had talked to him a while back about the corruption problem, and that is how I came to fix it.


luckwii
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Posted on 01-07-11 09:40:02 PM, in Weird Tile Behavior Link
Originally posted by NsmB_PrO
Originally posted by dirbaio
Oh.. You want Mario to go BEHIND something?
It's not possible Not at all.

You said SOMETHING, not NORMAL TILES^^

But I can make normal tiles like that to be in front of mario: Bilder Upload
just edit its colour palette and import it


I tried to download your link, but it sent me to some German site that when clicked on tries to install some XVID binary. Is this what you had intended? I don't want a virus, but walk behind tiles would be nice
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Posted on 01-08-11 12:43:33 PM, in Weird Tile Behavior Link
Originally posted by NsmB_PrO
There is no download link!
I dont know what you have downloaded
I have just posted a NORMAL tile picture in the thread^^
I and ray didnt publish the downloadlink for our "go behind tiles"-TILES yet


I didn't download it. But it does contain a download link in the tile image.
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Posted on 01-08-11 02:33:28 PM, in New Luigi Adventure Link
I hope you aren't using NES Mega Man levels. I already have some built into my game. Was hoping to release soon as well.
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Posted on 01-09-11 07:41:58 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
I edited my Castle 1-3 boss battle. Everything works except there is no boss sound effects or music. Any idea how to restore them?

I compared an original rom and it shows no music in the view. What controls music and sound effects? I tried inserting the "final boss" music and it plays up to the actual battle.

Any help would be appreciated.
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Posted on 01-09-11 10:20:10 PM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by luckwii at 01-09-11 07:38 PM) Link
Originally posted by dirbaio
Try to check the original level, and set the same music it has...

Also, did you change the sound set? (I think I added that after 5.1, so if you're using 5.1 you haven't)


I have the sound set option in the configuration menu of my old editor. I am editing Castle-1 area-3. It shows sound set 20. The music in the original rom shows "none". Still no luck.

I can't really use the new editor either still because of the object problem. But I opened my hack with it and still saw no differences.


luckwii
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Posted on 01-10-11 02:18:11 AM, in New Metroid Bros. Link
I have finished the first world. I need to get sound back into the castle boss fight, but for the most part the hack is going well. There are a lot of hidden areas, so find all the star coins while playing, (not in the editor). I haven't built 1A, but that is coming this week. The second world is almost halfway finished, and will be coming soon.
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Posted on 01-11-11 09:45:52 PM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by luckwii at 01-11-11 06:46 PM) Link
I have had this trouble before as well. When the level is taller than 256 and you are using 198/199 sprites, somtimes the sprites will go farther than they should. I had fixed a few of these situations by using not using a 198/199 bottom limit, and making the view end the panning of the camera. Then, I use top limits above. I have a lot of levels with screens stacked on top of one another. Sometimes, staggering the 198/199s whether they are top or bottom types helps. Think of your walking progression through the level. Try leading in the top or bottom that isn't working whether it starts from the left or right.

Look at my hack "new Metroid Bros." for some examples. I spent days on some levels getting the camera to pan right.
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Jul - Posts by luckwii


Rusted Logic

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