luckwii
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Originally posted by NsmB_PrO 1)
2) What Castle? If you dont know, just click at W[any world you want] - Castle, then on the area you want to edit.
I mean the castle at the end of every level with a flag. I noticed you were able to change it to the Wii castle. How were you able to do that?
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luckwii
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Originally posted by ray
Change the textures of the end-castle ^^
Is it in the texture editor? What is the file name?
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luckwii
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Originally posted by ray
Originally posted by luckwii
Originally posted by ray
Change the textures of the end-castle ^^
Is it in the texture editor? What is the file name?
In the folder polygon unit the toride files
Thanks for the help with this.
So I see about 20 files. Is there a way to look at all of them at once to get the full image? Or did you somehow go tile by tile and try to piece it together? How did you do it exactly? Were you using the texture editor? Or did you export it and use other software? |
luckwii
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| I am trying to activate the 231 water so that it is present in a zone. I don't want rising water, just for it to be there once I reach the zone, and then be able to not be there once I leave a zone. I have tried the 168 and 167 sprites to activate it, but nothing happens. You guys able to activate non rising water using sprites? |
luckwii
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| What is the right palette for the I_item ? |
luckwii
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It is posted at GBAtemp.
http://gbatemp.net/t293037-new-mortal-mario-bros |
luckwii
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I replied one more time at GBAtemp as they are giving Ray a hard time about being upset about this. They have no idea what is involved in making these hacks.
By the way instead of posting another post...I am still working on my hack with all my spare time. You will all be amazed at some of the things I have done with some of the new editor features. My final release is coming soon. |
luckwii
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I am trying to import the same background and use it in multiple levels. But the background only shows up in the first level I imported to. How can I make the background usable in as many levels as I want?
I am using the most recent revision of the editor by the way. |
luckwii
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It worked for my first level, but does not show up ingame for the second.
Any chance that different level heights can mess up the import or use?
I have tried everything and it just will not show up in the next level.
Or I thought of something else...could changing block 2 data casue my problem? The cameras work, so block 2 data is accurate, but both levels have different block2.
What does the import feature mean when it says calculating tiles? |
luckwii
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Yes it shows accurately. Also I tried using the same background in other levels and it works there. I changed the block2 to be identical and same thing no background in my second level. Actually, I went through every setting, and everything is identical.
I have added a lot of custom backgrounds to other levels successfully and for some reason this one level will not accept the background. I have no idea why it will not show up.
Any ideas? Can I send you a patch and the background file?
Figured out a fix...kind of. So, I have been using top layers only on my backgrounds. For some reason one level did not work on a top layer. I imported the same background to an equal bottom layer and now it appears. So if anyone else runs into this, that is the fix. So it appears maybe the level stores background data somewhere. Maybe if background behavior editing comes into play this can be fully fixed.
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luckwii
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In the view, there is a "none" option for the music. This ends up playing another song instead of none. This also breaks all Castles' sound sets. If this can be restored to the wind blowing real none, we could custom build the castles again. I am sure of this as I have tested it over and over. When you go to assign the progress path a number it reverts to the wrong "none" music option breaking the sound set.
Can this be fixed?
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luckwii
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Really, Dirbaio... fixing the music option in the view so that you can select the real "none" will fix castle editing.
If you notice, music has added data to it. For instance some music will make it so Boos will not work. I tested this over and over. The "sound set" has no bearing on this. Only the true "none" option will allow castle sound effects, and also allow the animations to work properly. You will know it is the right option when there is a "wind sound" as you enter the level. This is a hugely important fix needed to the editor in order to complete castle boss fights.
The way I know for sure that this is an issue is that by default in castle-3 levels, "none" is a default setting. But, as soon as you edit the view, and save, it will go to the other song which is an incorrect "none". All castle sound effects work until you look at the view editor. I have fully edited everything in my castles, everything works fine until it comes time to change the view at all.
Also, I have found that you can run over 200 objects without crashing the levels. So I am using the 94 revision which allows more than 200 objects. I have tested this over and over as well and there is never a crash. So, 255 objects can be re-implemented with no adverse effect, only the benefit of more objects for editing.
If you could please implement these changes, or at least the "none" music option. The sound for the castles is the last item I need to finish my hack (which should be done in a few weeks).
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luckwii
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Holy crap that was fast. Thanks Dirbaio.
I'll see if I have already used tileset 0. I think I have, I am having trouble finding unused tilesets in my hack. But I can say that out of almost all of them, most of my tilesets have more. I'll report back. |
luckwii
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So I can confirm that my tileset 0 has more than 128 objects. No crashes.
The new music files helped repair all of my castles except the last one. Still having the issue with the "none" selection. Using rev. 155 and looking at a clean rom, it still lists the W8 final castle as "none". But when you select that and save even with a clean rom, it loses the Bowser sound effects. The same song plays, not sure what it is called of course, but not the real wind sound like other levels.
Could there be one more file somewhere? |
luckwii
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So it appears all the castles use the "castle ambient". And some are shared...at least the world 8 1st castle shares with another.
I would image it is another castle ambient because the music is just the wind sound in the clean rom.
Oh, and I found out more on the backgrounds, I think... For some reason some levels do not like the top layer background. But, the bottom layer always seems to work. So if you every add the ability to change background behaviors, this may be a not so apparent issue that arises.
I am still trying to figure out what the 280 sprite does. I still don't know. But, I have been able to successfully edit the castles now that the music option is in place. |
luckwii
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I know you ask for editing instead of a new post here, but this is a new request not related to the last.
I noticed that in the new revision you have an option to adjust the camera in the entrance options. There are X and Y coordinates. Is it possible to add negative values to those options? Because right now, you can select farther down and left, but cannot adjust up and right.
Also, you have images now for the 197 sprites. Is there a way to implement images to show 276/198/199 camera limit areas? Maybe a "smart line" kind of like Photoshop uses for image editing. Something to show where the sprite will limit the camera.
Or lastly, is there any chance of editing the backgrounds per view instead of per level? I don't know if this is possible, but it would be awesome to be able to have multiple backgrounds in the same area map. |
luckwii
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| Is there an object that stops the camera from moving into a 16X16 block of the game map? Object 2 allows the camera in, but is there one that stops it? |
luckwii
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Originally posted by NsmB_PrO
Originally posted by luckwii Is there an object that stops the camera from moving into a 16X16 block of the game map? Object 2 allows the camera in, but is there one that stops it?
if you leave the 16x16 block completely blank, the camera doesn't move in it.
Also, there is a object (jyotyu 1-8, dont know what one exactly) that doesnt allow the camera to move to the object.
I mean, if you put the object anywhere on the level, the object WON'T move into the camera.
I wish that were the case. The camera will inconsistently move into a 16x16 block with no objects or sprites. I have many levels that do this. That is why I was hoping for an object that would do it. Also, the 276/198/199 sprites can be inconsistent too.
So that is what I have in a few areas. There are levels where there is nothing in the 16x16 map, plus the 276 sprite not working correctly, and the camera doesn't want to stay out of the 16x16 area.
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luckwii
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| The other way around. I don't want the camera going into the 16x16. I have used object 2 to get the camera into an area successfully many times. But, I need something to keep the camera out. There seems to be no reason that the camera would scroll into it. I am positive there is nothing there. 198/199/276 are hit or miss. They do not always work. |
luckwii
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I have a new revision ready for release. A lot of changes added. The game has a lot of new add ons and features. I am almost done the final world, but have revised a lot of the first 2 worlds so I wanted to release them first. The final version will be out soon.
New Metroid Bros. (.145)
Featured in 7th Beta....Metroid Fusion X Parasites!
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