worldpeace125 wrote:I didn't want to just watch levels displayed like fish market, which makes me feel not good. So I tried to combine the base rome with the overworld provided by yogui, and tried to fix the issue. I guess I managed to do it. Try this A2MT rom.
Pretty sure the game play of this will be equivalent to the base rom. If some bug related with this occurs, maybe I can support.
I'm hoping that this is helpful in some way to players and those who contributed to A2MT.
fish don't taste good dude
Seriously though, sounds cool! Nice work!
Uh...Do I just sign here? What do you mean it should be obvious? There are people in this world...well...a whole lot of people that can't follow basic instructions!
alex2 wrote:anyway, yeah that level was apparently inserted before the parrot coin saving system was added. Hence why it doesn't leave outlines why you collect them.
That's actually not the problem. I went through all the levels a few times to make sure all of them had the right coins after the system was put in place. I don't know how this level lost them, but my best guess is that the one in the rom had some problems or something and someone inserted and old version of the level into it without fixing the coins. Anyway the point is you shouldn't see anymore levels without the coins in!
worldpeace125 wrote:I didn't want to just watch levels displayed like fish market, which makes me feel not good. So I tried to combine the base rome with the overworld provided by yogui, and tried to fix the issue. I guess I managed to do it. Try this A2MT rom.
Pretty sure the game play of this will be equivalent to the base rom. If some bug related with this occurs, maybe I can support.
I'm hoping that this is helpful in some way to players and those who contributed to A2MT.
I just tried it out, and I only tested A Menagerie In Glass but the graphical issue was fixed in that. What exactly did you do? Did you actually go through all the levels and switch the ExGFX?
limepie20 wrote:I just tried it out, and I only tested A Menagerie In Glass but the graphical issue was fixed in that. What exactly did you do? Did you actually go through all the levels and switch the ExGFX?
I claim that he spent over 9000 hours in a hex editor, bit-shifting everything!
limepie20 wrote:I just tried it out, and I only tested A Menagerie In Glass but the graphical issue was fixed in that. What exactly did you do? Did you actually go through all the levels and switch the ExGFX?
I claim that he spent over 9000 hours in a hex editor, bit-shifting everything!
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
It's funny that raocow should say he thinks that SMW is better than SMBX for short rompy levels, cause I've always thought the opposite, which is why I prefer SMBX nowadays.
limepie20 wrote:I just tried it out, and I only tested A Menagerie In Glass but the graphical issue was fixed in that. What exactly did you do? Did you actually go through all the levels and switch the ExGFX?
I allocated ExGFX for OW in ExGFX380~ExGFX392, which was originally ExGFX80~ExGFX92. Since lunar magic only supports ExGFX80~ExGFXFF for the overworld, I coded ASM to add 300 into the slot numbers when a set of overworld GFX is loaded in actual game. So overworld and levels are now going well without conflicting. But overworld will not be rendered properly when opened in lunar magic, as LM still regards the slot number as ExGFX80~ExGFX92.
BeatBoxingBoo wrote:It's funny that raocow should say he thinks that SMW is better than SMBX for short rompy levels, cause I've always thought the opposite, which is why I prefer SMBX nowadays.
I think it's because a lot of the SMBX community (such as the SMBX Community) favours very long and intricate levels. It's odd because SMBX doesn't support multiple midpoints without some trickery while SMW can do it pretty easily. It should be SMW that gets the long levels and SMBX that gets the short ones but it really is the other way around more often than not.
BeatBoxingBoo wrote:It's funny that raocow should say he thinks that SMW is better than SMBX for short rompy levels, cause I've always thought the opposite, which is why I prefer SMBX nowadays.
"Short Rompy Levels" can be done in both editors just as efficiently as one another.
limepie20 wrote:I just tried it out, and I only tested A Menagerie In Glass but the graphical issue was fixed in that. What exactly did you do? Did you actually go through all the levels and switch the ExGFX?
I allocated ExGFX for OW in ExGFX380~ExGFX392, which was originally ExGFX80~ExGFX92. Since lunar magic only supports ExGFX80~ExGFXFF for the overworld, I coded ASM to add 300 into the slot numbers when a set of overworld GFX is loaded in actual game. So overworld and levels are now going well without conflicting. But overworld will not be rendered properly when opened in lunar magic, as LM still regards the slot number as ExGFX80~ExGFX92.
Coin Town USA: going back and forth for the sake of going back and forth + tight places where nothing happens × a level that's kinda long with some out of place cantseecoming and precise movements = tedium squared 9.
Oh no, it's sad elephant's long lost cousin, landmass cat!
I don't think in this case that's the most valid criticism. It's not after a jump or anywhere where raocow doesn't have a notable chance to dodge it. He just failed to dodge it is all.
Alice wrote:I don't think in this case that's the most valid criticism. It's not after a jump or anywhere where raocow doesn't have a notable chance to dodge it. He just failed to dodge it is all.
Maybe not the most valid. But you have to keep in mind that the playing scope gives you a smaller view. Some of the projectiles can't be anticipated before they've already hit you. And that one shell down the stairs is pretty terrible as well. It's really the combination of it all that makes every part of it so much worse.