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Re: Askorium

Posted: 04 Apr 2013, 22:59
by Ashan
No, "process offscreen" isn't checked.

edit: here's the whole thing in the sprite editor window:

Re: Askorium

Posted: 05 Apr 2013, 00:53
by Xirix
I'm having a bit of trouble, and a brainfart at inserting things into my SMW rom. I'm only familiar with basic usage and I entered the MAGL contest. I'm sure I'll be fine when I've actually put the stuff in, but here's my problem.

I have no idea how to insert the block and sprite ASM.

Also for some reason, I have followed guides on this, Addmusic isn't adding the music, it's just a standard .txt music. I've edited the ini file to put it in slot 20 under Levels, it's in the Levels folder, the Rom is in the same folder as Addmusic, it even says it inserted it correctly, yet when I go into Lunar Magic it say 20 is Not Used.

No idea what I'm doing wrong.. so thought I'd ask for help so I can let my headache go away..

Re: Askorium

Posted: 05 Apr 2013, 01:05
by limepie20
Some addmusics don't change the name in Lunar Magic, so it may be inserted. Play the level to find out. If that's not the problem, check if addmusic gives any errors when inserting. And which addmusic are you using? I recommend HuFlungDu's version of Romi's.

Also, for the blocks. Download BTSD (Block Tool Super Deluxe) and try looking for a tutorial. If you're still having trouble come back and tell us what's going on.

Re: Askorium

Posted: 05 Apr 2013, 01:15
by Xirix
I did try and it wasn't there. I found out what was wrong, Addmusic makes a file that my OS says it a 'Microsoft common control document', it needed to be in Lunar Magic's folder for it to show up, something the readme didn't say. :/

I'll have a look for a tutorial and post back here if I derp something up, 1 out of 3 things inserted, hooray.

Re: Askorium

Posted: 05 Apr 2013, 01:18
by Ashan
I posted this earlier but if you want a good tutorial for sprite insertion, here you go:
http://www.youtube.com/watch?v=5qPPNe9ObpM

Also, still open to any suggestions on my sprite limitation issue. Right now I'm just trying to be conservative with the custom sprite I was given, but it would be nice if I could actually use them without worrying about it causing things to not spawn.

Re: Askorium

Posted: 05 Apr 2013, 01:59
by Xirix
Okay I've hit a snag I used Block Tool Super Deluxe, it's pretty straight forward from what I can see. But After looking at some tutorials I'm just confused. What Map 16 number am I supposed to be putting in for insertion? (I have three .asm files for this block)

Then what do I have to do in Lunar Magic to get it ready to use?

Re: Askorium

Posted: 05 Apr 2013, 02:04
by Argumentable
Whatever block you want (something in the 400s is probably a safe bet)

Then all you have to do is pick a graphic for it, slap it in that slot using the map16 editor, then use it. If you hover over the block in the block list and it shows the description you made you've done it right

Re: Askorium

Posted: 05 Apr 2013, 02:59
by Xirix
Okay I put them in as 400, 401 and 402. But they're just saying they're grey cement blocks. If I tell it to act like 400, it becomes animated water.

Re: Askorium

Posted: 05 Apr 2013, 03:00
by Argumentable
I don't think we were on the same page

Re: Askorium

Posted: 05 Apr 2013, 03:05
by Xirix
You're telling me, did I mention I'm terrible at this stuff?

I have three different .asm blocks, I inserted them using BTSD using Map 16 400, 401 and 402. I saved the rom. But when I go into the 16x16 editor, the text I put in for them isn't showing up when I go down to those block numbers.

Re: Askorium

Posted: 05 Apr 2013, 03:12
by Argumentable
WELL

Once you insert the blocks with btsd make sure you save (also I hit reinsert and save like 50 times in between)

I took a glance at one of the blocks and I'm not really sure what it does but it definitely does something!

Edit: It's cause I was making it spawn a custom sprite that didn't exist. I am still testing this shit out

Edit 2: Yeah these blocks totally work. It's either a matter of
1) Not changing the values of the blocks so they actually do something
2) Not saving in BlockTool after inserting the blocks (if you don't hit save in Blocktool [as opposed to the ROM] it won't actually save)
3) Something stupid

If it's number 1 (again, you'll know if your custom description or whatever shows up when you hover over them [also you can tell if they work in game]) I can give you some HOT TIPS. If it's 2 or 3 then I don't know, we'd probably need to know exactly what you're doing because there's probably one detail that's minor but makes it so it doesn't work (like having all of the blocks in the same folder, or typing in the block filename exactly right, etc)

Re: Askorium

Posted: 05 Apr 2013, 03:26
by Xirix
Oh... well, I'll take number 1 and 3.... Because I haven't touched the contents of those files.

Could I get some hot tips?

Re: Askorium

Posted: 05 Apr 2013, 04:59
by Ashan
Man, these sprite limitations are seriously holding me back in terms of level design. I think of something creative I could do, try it out just to find out something won't spawn for no reason, so I have to change it to "oh man, jump from this platform to this platform!" and now my level is really bland.

Re: Askorium

Posted: 05 Apr 2013, 06:10
by Ashan
Read earlier. The custom sprite I got screws everything up and makes it so I can only have like, 2 on screen at a time or else things won't spawn. Literally, if I walk to a screen where there's a message box while holding a springboard, the message box disappears. I have no idea what's going on and can't figure out how to fix it.

Re: Askorium

Posted: 05 Apr 2013, 10:32
by limepie20
Xirix:
Have you tried placing the blocks in the level and playing it? It says cement block in Lunar Magic but that could be just because the .dbk or something isn't in the same folder. It should work ingame.

Re: Askorium

Posted: 05 Apr 2013, 17:56
by Ashan
Hey, where's the setting to change the Y position of the screen upon entering a level? My level starts with you coming from a pipe, but as it is now, the camera has to pan up a bit before Mario comes into view.

I know there's a setting to change this, but I don't remember where it is.

Re: Askorium

Posted: 05 Apr 2013, 18:27
by yogui
Ashanmaril: Damn I don't have that image when I need it.
Whatever so click on the door1 icon (or door2 if it's a secondary entrance). There's layer 1,2 (FG, BG) initial position These change the position of the camera and the background when entering a level.
Since a screen is FF tiles high, 00 is top of the level. 60 is middle. C0 is bottom. It's important to set the FG right because if not you can die entering the level.
For most level you start at the bottom so it should be FG=C0 and BG=C0, but if you start at the top it should be FG=00 BG=00 and middle FG=60 BG=60.

Edit: I have the image Image

Edit: This image along with lot of useful ones are in this thread
http://www.smwcentral.net/?p=viewthread&t=13448
CHECK IT OUT!

Re: Askorium

Posted: 05 Apr 2013, 18:32
by Ashan
Right! Thank you!

Also, how do you import backgrounds from levels again? I want to make a second half of my level but I can't remember the keyboard shortcut to steal a background from another level.

Re: Askorium

Posted: 05 Apr 2013, 18:33
by yogui
tab Level -> Copy background image -> enter level number to copy BG
Or just copypaste in the BG editor that work too

Re: Askorium

Posted: 05 Apr 2013, 18:35
by Ashan
Thanks!

Re: Askorium

Posted: 06 Apr 2013, 02:33
by aterraformer
Does anyone know if it is possible to disable the star music and have it continue whatever song is being played so I could use it during the title screen? I'm using addmusicK if it makes a difference. I'm assuming it's just a hex edit.

Re: Askorium

Posted: 06 Apr 2013, 07:18
by Isocitration
aterraformer:

It's definitely possible and you're correct, it is just a hex edit. Just change the byte at xC786 from 0D (star music) to 00 (no music). Additionally you'll probably want to make sure the music in level C7 is set to 00, otherwise when the star ends it will start playing overworld music.

Re: Askorium

Posted: 06 Apr 2013, 08:56
by aterraformer
Isocitration wrote:aterraformer:

It's definitely possible and you're correct, it is just a hex edit. Just change the byte at xC786 from 0D (star music) to 00 (no music). Additionally you'll probably want to make sure the music in level C7 is set to 00, otherwise when the star ends it will start playing overworld music.
hmm, I did that and got no change! Weird because what you said makes a lot of sense. Thanks anyway, though. It's not that big of a deal.

Re: Askorium

Posted: 07 Apr 2013, 23:53
by aterraformer
I tried using the Slippery Flag ON/OFF block and it didn't make the level slippery...

Re: Askorium

Posted: 08 Apr 2013, 00:50
by aterraformer
nevermind