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05-04-22 05:40:28 PM
Jul - Posts by luckwii
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luckwii
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Posted on 02-14-11 10:58:33 AM, in Help/Questions thread. ASK QUESTIONS HERE! (last edited by luckwii at 02-14-11 07:59 AM) Link
double post sorry....

But still interested in my question, if anyone has vertical levels as mentioned.
luckwii
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Posted on 02-15-11 12:12:05 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
What do you use to get a screenshot of the editor? I'll post an image, just not sure how.
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Posted on 02-16-11 10:04:11 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
I am trying another angle first for getting my level to work. I will try and use warp to levels and "N" normal entrances and see if that works. It may just be that you cannot have to vertical levels side by side in wraparound mode.

Hopefully someone can answer this too... I am still trying to get my boss fight fixed in World 1 castle. I am wondering if the sprites read anything from the object number in the tileset. Can anyone confirm this or not? I am going to keep trying to push the limits on boss fight editing without loosing anything. So far the best I have got can be seen in my hack. I changed the tileset completely, but lost Bowser Jr. and Bowser sound.
luckwii
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Posted on 03-08-11 11:41:47 AM, in NEW Sprite Database - PM me to get an account Link
Alright, who's the freakbag that thinks its funny to vandalize the database? Come on now people...Really?

Thanks for the database Dirbaio. May have to lock it out, and have people submit their edited data to you first.

...And to the vandal....¿Porque le hagas de pedo?
luckwii
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Posted on 03-14-11 10:07:24 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by NsmB_PrO
Originally posted by Sir Cink
Isnt it possible to warp from area 1 to area 3?
Tried it with both just entrances and warp to level sprite but both dont work any idea's?



REgards,

It is possible. probably you corrupted your level. If I remember correctly, You had the same problem before, so you sent me your level^^
I solved the problem by remaking the area 3 (replacing it with another level)



I have a couple questions regarding level corruption. Is it usually entrances and sprites that get corrupted?

When they do, you said to import another level and then rebuild. Is there a way to do it without totally deleting the level I built? I have a few levels where entrances or sprites aren't working right. I know all the data is correct for sure. Will importing an original NSMB level, and then re-importing my level repair the corruption? I would rather not rebuild entire levels as they are complete and take a few days at least to build.
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Posted on 03-15-11 10:28:27 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Alright, I'll try that as well.

One thing I have found that is not so obvious, is that progress paths and paths can corrupt levels. Next time a level is corrupt, try deleting the progress path and see if that fixes crashes, doors not working, warps, etc. I have found that to be the case a few times now.

luckwii
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Posted on 03-16-11 11:47:27 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
You can sometimes hide pipes behind tiles, but it is hit or miss whether it will work. The first object created ends up in the background. Newest selected items end up on top.

Most sprites if not all, cannot be hidden behind tiles.
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Posted on 03-18-11 01:46:35 AM, in New Metroid Bros. Link
New release as of 3/17/11
http://www.mediafire.com/?abxsi25sgj4j1m0

This is finished through World 2. Make sure and check out the warp zones, and levels 1A and 2A.
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Posted on 03-18-11 09:29:17 AM, in New Metroid Bros. Link
Originally posted by Friedslick6
Even though not much support has been shown for your efforts, thank you for continuing to work on this .


You're welcome. Thanks for appreciating the work. You are right there hasn't been much support at all. But, I am sure eventually when people finally play it, they will like it.

The final world is up next. It will take a lot of planning. Not sure how I am going to do it yet, but mostly have a plan.
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Posted on 03-22-11 11:01:20 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by NsmB_PrO
Originally posted by Sir Cink
How do you make like you jump on a orange switch and then some blocks break.. like in the first place its a wall but when you step on the orange switch it breaks..


REgards,

sprite "107 - Orange ?-Switch"
sprite "197 - Blocks to activate"

You have to figure out how to use them yourself, because I am very tired today
I think, if you look through the sprite data, you will be able to work with them.


I have found that you have to create the 197 sprites first. Set the sprite data for 1 more block than you want to destroy. For instance, if you want the horizontal to destroy 4 blocks, set the data for five and put the sprite at the left most block. Sam for vertical, only put the sprite at the top. Then immediately after, set your 107 sprite. Oh, and you can only set the blocks destroyed to 16. After that, you have to use additional 197 sprites with the same id to activate. Make sure and set the data to destroy blocks.

If you have more than 1 197/107 combo, make sure additional combos share the same id to activate together, and also different from other 197/107 pairs in the level.

Now, I have a question...
How do you create blocks? Anyone got this working?

Or one more...
I think people have got it working so that you can destroy blocks by killing enemies. How do you make this work?

Please answer my questions as well.


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Posted on 03-23-11 10:07:07 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Anybody been able to import tiles into both pallets of a tileset similar to how the original rom did? I have been able to import into the top half, but no matter what I do the bottom does not show up. Somehow they did it with NSMB. For example, look at the tileset for Castle 1-World 8.
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Posted on 03-24-11 12:35:24 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
You will probably have to program a button for the shake motion, if that is possible. In Dolphin of course.

I could see this relating to this forum if this is with the intent of doing research for his NSMBe hack. But yeah, barely.
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Posted on 03-24-11 12:50:35 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by dirbaio
For that you'd have to edit the palettes and graphics manually.

Also, the Mushrooms tileset also does that, for red and green mushrooms.


By manually, do you mean with the editor palette editor?

No chance of making that possible with an added feature to the editor? At least for export to Photoshop and back? I don't know much about coding, but why is one able to be edited, but not the other?

Adding a second palette, or at least the ability to import a 256 by 224 image would add a lot of possibilities. Twice the tilesets.
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Posted on 03-24-11 09:46:40 PM, in New Metroid Bros. (last edited by luckwii at 03-25-11 07:15 PM) Link
Here is the new cover art I made to go with my hack.


luckwii
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Posted on 03-29-11 05:26:37 AM, in Editor Development thread Link
Is it possible to add a feature to copy and move the objects in the tileset editor? Say I want to take 20-25 and drag them down to 35-40 slots. Any way to do this?

I am still not able to use the new editor revisions due to the object total reduction. Is there some work around you can give me? An easier way to copy the objects and move them in bulk as mentioned above? Something?



luckwii
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Posted on 03-30-11 09:51:06 PM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Gridattack has a level where it appears that all the enemies being killed off in a room activates the 197 sprite to destroy blocks. I tried opening his rom, but can't because it crashes the editor. Anyone know how he does it?
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Posted on 04-18-11 02:25:24 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
In the texture editor, I tried changing the palette of the switches. I was able to edit the switch how i wanted using a new palette, but for some reason, it is only saving the old palette. So, i can't change the orange ! switch to green. How do I save the object in a new palette? I tried deleting the other palettes and saving with only the one I used.

I used the palettes from the enemy-ncl.bin to color my switch green, if that helps to answer the question.
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Posted on 04-18-11 10:40:48 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
How do I change the old palette?
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Posted on 04-19-11 02:11:53 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
I play my rom on Desmume and my Acekard 2i. Both are always exactly the same as far as rendering what came from the editor.

Nsmb Pro, I got the texture editor working well finally. Thanks for adding on to the tutorial.

Is it possible to use the texture editor to edit Bowser Jr.? anyone modded anything animated besides the koopa and goomba sprites?
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Posted on 04-20-11 10:47:08 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link
Originally posted by NsmB_PrO
I know this bug:

Originally posted by playa7417
red square around it with a red line in the center..


For me it look like the 16x16 grid of the editor ...
But I dont know, how it could get into the level.
Just rebuild the level (export a level what has not the bug and import it into the buggy one, then do, what you want)

@luckwii:
As far I know, you can't edit the animations with the texture editor. But you can edit the flat colour textures the animated enemys are using So the sprite appeats in another colour.



So what is the secret to the go behind tiles? Is it a tile behaviour?

Also, what software did you guys use to edit the castle? Or can you give me a hint on how to do it?
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Jul - Posts by luckwii


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

22 database queries, 54 query cache hits.
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