![]() Try using this patch and see if it fixes it.Ībout the color issue, I have no clue really. The spawn issue might be because keyholes normally don't despawn when offscreen, causing both them and the wrapper to stay loaded. I can work around that I guess, but I can't work around the sprites not loading in issue. I have NO idea why that happens, though I don't have much in my rom yet, pretty much just line-fix. The despawn issues happen with a fresh rom, but not the color issues. This all confounds me cause this has been around for a bit and I can NOT be the first person to do these things. The level loads in perfectly fine if I remove the lineguided sprite from that area. I've had it go all white, all purple, or just make the backgrounds messed up. If I enter a pipe and exit where there's a lineguided keyhole, it just destroys the colors. The second I'm really not sure whats going on. I've done a lot of testing with but it's pretty consistent. Its not a matter of them being too close. If I put in enough of this sprite (which I'm having as a keyhole, by the way), eventually any sprites don't spawn later in the later. The first is I don't think it despawns properly. Having the strangest issues with this sprite, two of them specifically. *Some sprites may not work properly, for example Rotating Platform and Ball n' Chain. Fixed an issue where the sprite would despawn immediately after spawning when using a non-zero offset and spawning it from a specific direction. Now the sprite uses 9 extra bytes: the 5th one sets the speed multiplier for the sprite (if you want to make it move faster). Added a second platform option, to make it compatible with sprites that use custom platform code (for example, this) (thanks to MarioFanGamer for suggesting this). Fixed a bug where if the wrapped sprite failed to spawn (due to sprite slots being full) the wrapper would be erased forever, instead of being able to respawn (thanks to MarioFanGamer for pointing this out). Now the sprite uses 8 extra bytes: the last 4 set the 4 extra bytes for the spawned sprite. Added an option in the 4th extra byte to be used with platforms: if set, Mario will move with the platform instead of sliding on it (like normal line-guided platforms do). Now compatible with Line Guide Acts-Like fix. sprite killed with a spin jump, collected powerup). Now the sprite won't respawn when the wrapped sprite is killed or collected (e.g. Now it works properly when Yoshi or Baby Yoshi eat the sprite. Now it works properly with Yoshi and with carryable sprites. Original sprite by dtothefourth, I optimized it a bit and made some fixes: This sprite acts as a wrapper for any normal or custom sprite*, allowing it to easily be made line-guided at the cost of an extra sprite slot.Ĭheck out the asm file for info on how to use it. SMW Central - "THE only place for Super Mario World resources.Link Show random Submission Details Name:.Acmlm's Board - A forum on Super Mario World hacking. ![]() OK! Impala - Translated Super Mario World into Dutch.Super Mario World Data Repository - New tile sets and a neat ASM hack.Memory Map 2 - The newer memory map with more features, but it currently has fewer addresses. ![]() ROM addresses thread, current acmlmboard incarnation.Super Mario World was remade as Super Mario Advance 2: Super Mario World for the GBA.When Mario and Luigi wake up, they immediately chase after Bowser, rescuing Yoshi from an egg along the way. Mario and Luigi fall asleep soon after coming ashore, and Peach is kidnapped. In the game, Mario, Luigi, and Princess Peach have taken a vacation in Dinosaur Land. ![]()
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