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Re: Askorium
Posted: 02 Apr 2013, 21:19
by pholtos
Can someone explain what I need to do to use the block, music and sprite I got in the box? The small amount of experience I have with lunar magic didn't get that far.
Re: Askorium
Posted: 02 Apr 2013, 21:27
by Raximus
Ah! Yeah I was putting it in the wrong place. Once I put it in the BG2 it appeared. For some reason I thought it was foreground stuff. It works now, thanks lime!
Re: Askorium
Posted: 02 Apr 2013, 23:44
by Moosh
limepie20 wrote:Whoa, whoa, whoa. Don't be swapping out my stuff. I chose my music on purpose!
Moosh, so if it isn't that stuff, I guess write a step-by-step thing of what you do or maybe someone smarter knows my problem.
And argu don't be out my stuff what the heck man???
Sorry I kinda vanished for a couple days without responding.
So what I did was:
-Put the music in the LEVELS folder
-Write the name of the file in slot 20 of AddMusic.ini
-Run my .bat file (AddMusic.exe SMW.smc)
-Set the level music in Lunar Magic with Bypass Music & Time Limit Settings
-Do the Mario
-Crash
-Open the door, get on the floor, everybody walk the dinosaur
My problem sounds a lot like something mentioned in the readme, but all of the music in the MISC folder appears to be in place as well as in the AddMusic.ini file. So I'm pretty baffled.
I call the songs which is possible to be played even if you use custom music "misc music".
They are,
"Mario Dies", "Game Over", "Passed Boss", "Passed Level",
"Have Star", "Direct Coins" (P-switch), "Into Keyhole", "Zoom In", "Welcome",
"Done Bonus Game" and "Rescue Egg".
Custom misc music will be loaded always with custom level music.
So, insert custom misc music as long as you insert custom level music.
(otherwise the SPC will crash when Mario dies, or Mario passed the goal,
or anytime when misc music is played in the level where you use custom level music.)
Re: Askorium
Posted: 02 Apr 2013, 23:48
by limepie20
In the .ini did you gave ".txt" after the filename?
Re: Askorium
Posted: 02 Apr 2013, 23:59
by Moosh
Yup. I also remembered to put SMW.smc in my AddMusic folder. I really wish I could see if it's returning any errors, but the window closes before I can read anything.
Re: Askorium
Posted: 03 Apr 2013, 00:11
by Paralars
Is the .bat file like this?
Did you try using cmd.exe instead of a .bat?
Have you tried inserting into other slots?
Have you tried using a different song?
Have you tried a different ROM?
Is the song a .txt?
Re: Askorium
Posted: 03 Apr 2013, 00:41
by Ashan
Wait why is Lunar Magic different?? Programs shouldn't change in the matter of like, 2 years! They should stay the same!
Ahhhh now I have to learn everything again! Why doesn't F3 import ExGFX in the 16x16 tile map editor anymore!??!!?
Re: Askorium
Posted: 03 Apr 2013, 00:59
by Moosh
Paralars wrote:Is the .bat file like this?
Did you try using cmd.exe instead of a .bat?
Have you tried inserting into other slots?
Have you tried using a different song?
Have you tried a different ROM?
Is the song a .txt?
Yes to all of those. I've also tried both available versions of AddMusic (not on the same rom obviously).
Re: Askorium
Posted: 03 Apr 2013, 01:18
by Argumentable
Open your songname.txt
Do you see this?
Code: Select all
;title=¹Œ•“`à3/RollingCradle
;v1.0
$ED $80 $6D $2B
$ED $80 $7D $00
$F0
Delete that and reinsert
The song sounds horrible anyway but I didn't pick it
Re: Askorium
Posted: 03 Apr 2013, 03:36
by pholtos
I don't understand how to use AddMusic. I've tried using it in the past to no avail. Still don't know how to use it.
Re: Askorium
Posted: 03 Apr 2013, 09:54
by yogui
Moosh wrote:Paralars wrote:Is the .bat file like this?
Did you try using cmd.exe instead of a .bat?
Have you tried inserting into other slots?
Have you tried using a different song?
Have you tried a different ROM?
Is the song a .txt?
Yes to all of those. I've also tried both available versions of AddMusic (not on the same rom obviously).
Have you inserted the custom sound effect thing? Some music need them (=most of them now)
With addmusic 4.05, in cmd (don't know about bat i never use that) type the following:
addmusic yourrom.smc -se
then insert it normaly
addmusic yourrom.smc
maybe it should work? (also yeah the .exe in addmusic isn't necessary).
Ashanmaril wrote:Wait why is Lunar Magic different?? Programs shouldn't change in the matter of like, 2 years! They should stay the same!
Ahhhh now I have to learn everything again! Why doesn't F3 import ExGFX in the 16x16 tile map editor anymore!??!!?
Tools upgrade. For the best. You don't have to type F3, just click on the right button. THIS ONE

Don't forget to change to .bin if the map16 is in a .bin and not a .map16
Pholtos wrote:I don't understand how to use AddMusic. I've tried using it in the past to no avail. Still don't know how to use it.
Do this (for HuFlungDu's Addmusic v4.05.02)
Moosh and me wrote:
-Put the music in the LEVELS folder
-Write the name of the file in a slot (ex 20) of AddMusic.ini
-insert the custom sound effect (see above in my post)
-Run my .bat file or use cmd (AddMusic.exe SMW.smc)
-Set the level music in Lunar Magic with Bypass Music & Time Limit Settings
Re: Askorium
Posted: 03 Apr 2013, 15:06
by Ashan
Quick question: Is Lunar Expand really necessary any more? Because if I understand correctly, Lunar Magic has some kind of ROM expansion system built into it now, no?
edit: And from the readme file that comes with it, it apparently hasn't been updated since 2010, so it wouldn't surprise me if it's not used any more.
Also:
yogui wrote:Pholtos wrote:I don't understand how to use AddMusic. I've tried using it in the past to no avail. Still don't know how to use it.
Do this (for HuFlungDu's Addmusic v4.05.02)
Moosh and me wrote:
-Put the music in the LEVELS folder
-Write the name of the file in a slot (ex 20) of AddMusic.ini
-insert the custom sound effect (see above in my post)
-Run my .bat file or use cmd (AddMusic.exe SMW.smc)
-Set the level music in Lunar Magic with Bypass Music & Time Limit Settings
To add to this, make sure on that 4th step your ROM name is one word. I was stuck on this for like an hour yesterday, and it turned out it was because I hadn't changed my ROM name from "Super Mario World.smc" so the cmd.exe wasn't recognizing it as one term. Dumb mistake on my part.
Re: Askorium
Posted: 04 Apr 2013, 05:15
by Ashan
Hey, if anyone wants a good tutorial on how to insert sprites, here:
http://www.youtube.com/watch?v=5qPPNe9ObpM
Leave annotations on. It's in HD so you can actually tell what's going on.
Re: Askorium
Posted: 04 Apr 2013, 07:52
by Ashan
Oh, man. Triple post.
Why can't I get a springboard to spawn? I put it in the place I want it, but once I get there in-game the springboard isn't there.
Re: Askorium
Posted: 04 Apr 2013, 09:57
by Validon98
Ashanmaril wrote:Why can't I get a springboard to spawn? I put it in the place I want it, but once I get there in-game the springboard isn't there.
Do you have too many other sprites near the trampoline? If so, it won't spawn. Try reducing the amount of other sprites near the place where it should spawn. If that's not your problem, then I don't know.
Re: Askorium
Posted: 04 Apr 2013, 10:25
by limepie20
You could also play around with the sprite setting thing. It's like under the Lakitu button (I think) and changing it can help with sprite spawning. I don't know it any better than that though like which setting is better.
Re: Askorium
Posted: 04 Apr 2013, 15:36
by RoboCrow
Is there like an easy way to just clear an entire level so I can start from scratch?
Re: Askorium
Posted: 04 Apr 2013, 15:37
by Argumentable
Ctrl + del
Re: Askorium
Posted: 04 Apr 2013, 18:54
by Ashan
Validon98 wrote:Ashanmaril wrote:Why can't I get a springboard to spawn? I put it in the place I want it, but once I get there in-game the springboard isn't there.
Do you have too many other sprites near the trampoline? If so, it won't spawn. Try reducing the amount of other sprites near the place where it should spawn. If that's not your problem, then I don't know.
I doubt it's that, because there's literally 1 sprite in the general vicinity (although, it is a custom sprite, so it could be screwing something up.)
limepie20 wrote:You could also play around with the sprite setting thing. It's like under the Lakitu button (I think) and changing it can help with sprite spawning. I don't know it any better than that though like which setting is better.
I guess I'll try that for now.
Re: Askorium
Posted: 04 Apr 2013, 19:10
by Argumentable
You will want sprite memory 8 generally. Also sort of a longshot but it is sitting on some ground isnt it?
Re: Askorium
Posted: 04 Apr 2013, 19:32
by Ashan
Yeah, it's on ground.
Here's a video:
http://youtu.be/YimhgllOipY
Also, I have sprite buoyancy on since there's some water in the level. And yes, I've tried with sprite buoyancy on and off.
Re: Askorium
Posted: 04 Apr 2013, 20:41
by yogui
Argumentable wrote:You will want sprite memory 8 generally. Also sort of a longshot but it is sitting on some ground isnt it?
why 8? No no no.
By default it's 0, and if you use some "special" sprite (that are big) look in a unmodified level on lunar magic where it appear. Example for banzai bill look in level 105, and you see that sprite memory is 04, so if you use banzai bill in your level use 04.
However you need to know that while you can normally have 12 sprites on screen at the same time, changing sprite memory allow you to use special sprite but reduce the number of sprite on screen at once (for sprite memory 04, it's 08. The total is indicated the part that look like M:08-01=07).
Your best option is too use the no more sprite tile limit patch. This patch makes that sprites tiles won't disappear even if the sprites are big. It allow things like having two banzai bills on screen at once. And the maximum amonth of sprite is 12 as well. To use it, simply find the patch on smwcentral, apply it (change the free space if needed) and in level you want to use it, change the sprite memory index to 10.
But there are a few sprites that doesn't work with it. Lakitu is one of them if I remember correctly.
tl;dr whatever you use the patch or not, just try various sprite memory until it work, but use 00 by default (or 10 with NMSTL patch) and look at original smw level to help you.
Edit: Link of the patch:
http://www.smwcentral.net/?p=section&a=details&id=4519
As always, change the freespace if needed and backup your ROM in case something happens.
Re: Askorium
Posted: 04 Apr 2013, 21:00
by Ashan
That didn't seem to work either.
For starters, sprite memory 10 screws up the extending bridges which are in my level, so I tried just removing them, but once I got there the springboard still wasn't there. Also, Mario's head disappeared in one section.
Re: Askorium
Posted: 04 Apr 2013, 21:30
by Ashan
Okay, the weirdest part about this is that, even though there's only 1 sprite anywhere near the springboard, if I put the springboard on an earlier screen it will still appear. I'm confused.
edit: Not sure why I didn't try this until now, but it seems deleting the sprite that was a few screens away from the springboard made it appear. So apparently this custom sprite I was given is screwing everything up. Awesome.
edit2: Hm, so if I move the custom sprite a few screens away the springboard WILL spawn, but if I grab the springboard and take it back to where the sprite was it disappears. Looks like there's some kind of sprite limitation issue that a springboard and the custom sprite I was given can't be on the same screen at once.
Re: Askorium
Posted: 04 Apr 2013, 22:43
by yoshicookiezeus
I'd suggest opening the .cfg file for the sprite in the CFG editor that comes with Spritetool and checking that it isn't set to process offscreen.