SMW Central: Lunar Magic MAP16 Tutorial
Q: What is MAP16?
A: I consider it to be a process where you modify and insert tiles as opposed to using objects, since tiles have capabilities that objects do not.
Q: Why do we not use Page 2 (the 3rd page)?
A: It is tileset specific. When building a different level with a different tileset, you could easily overwrite tiles and mess up how they act in another level. Solve this problem by beginning from Page 3 (the 4th one).
Q: Which emulator do you use?
A: You pick.
Q: You do notice that there are faults with level design, right?
A: Don't care, this level isn't being built to be built. It's only a testing ground.
Q: Why do you say hit F9 all the time?
A: If you don't save the MAP16 data back to the ROM, the tiles will end up blank in the actual game. That's bad.
Q: How do palettes exactly work?
A: I would need another video.
Shortcuts:
0:00 Flipping Munchers and making skinny ground tiles
7:47 Test run of 0:00 - 7:47
9:08 Hiding pipes like AxemJinx did in Rise to the Challenge
11:13 Testing the hidden pipe
11:44 Walking through solid walls with MAP16
15:37 Testing the walk through the solid wall
16:50 Changing palettes (to have 2 or more palettes appear among the same objects)
Be on the lookout for Parts 3, 4 and 5 of World 8 in the Luigi's Adventure OSE LP and an abridged version of those three parts.
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