I release this due to a request.
Link: mm.zip
Since I was lazy and not familiar with lua, I didn't bother with user interface.
I just implemented minimal functionality.
Features:
1. multiple custom music
2. star music bug fixed
How to use:
1. Mod installation
In the archive there are three files: editor.lua, game.lua, and gui.lua
case1) If you didn't ever fix those files for your mod or you don't care, just copy them to your mod.
case2) Otherwise, you should modify your codes manually. In the attached files, I commented on the changed parts as "--changed". Replace the corresponding parts of your code.
* Backup is recommended
2. Additional music insertion
1) Rename your music file as "musicX.mp3" or "musicX.ogg", where X is a number bigger than 7.
e.g. music8.mp3, music9.mp3, music10.mp3 ....
2) Open your map file with notepad, "1-1.txt" for example.
3) Find the word "music" and designate the music number you want.
e.g. "music=2" => "music=8"
Then music8.mp3 will be played.
cf. music=1 : none (no music)
music=2 : overworld
music=3 : underground
music=4 : castle
music=5 : underwater
music=6 : star
music=7 : custom (music.mp3 or music.ogg)
Note that all custom music in a mappack will be loaded at a time when a level is opened. (in game or level editor)
If you use massive custom music, it takes lots of time to load. And it may seem like the game is frozen.
In future versions, I will move the loading routine to "levelscreen.lua" which shows the current level and the number of remaining lives.
For each levelscreen, only music used in the current level and its sublevel will be loaded. So we can divide the loading cost and prevent the game from being frozen for a long time.
If you find any bugs, please let me know.
Multiple custom music
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
Sorry for the bump, but is there any possible way you could explain what parts of the three .lua files were changed so I can apply this mod to an existing mod?
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
Superjustinbros wrote:Sorry for the bump, but is there any possible way you could explain what parts of the three .lua files were changed so I can apply this mod to an existing mod?
Is this not the case?worldpeace wrote: In the attached files, I commented on the changed parts as "--changed". Replace the corresponding parts of your code.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
No, but it's too confusing. I'd prefer just being let known what in a vanilla Mario what to replace with what, not trying to guess everything and have the mod crash the instant I try to boot it up.Mr.Q.Marx? wrote:Superjustinbros wrote:Sorry for the bump, but is there any possible way you could explain what parts of the three .lua files were changed so I can apply this mod to an existing mod?Is this not the case?worldpeace wrote: In the attached files, I commented on the changed parts as "--changed". Replace the corresponding parts of your code.
There's enough programs which tell you the difference in 2 revisions of code. Git for example.Superjustinbros wrote:No, but it's too confusing. I'd prefer just being let known what in a vanilla Mario what to replace with what, not trying to guess everything and have the mod crash the instant I try to boot it up.
- domnitrolp
- Posts: 45
- Joined: 06 Aug 2013, 20:27
I dont get it to work...
i dont know WHAT i do wrong,but I know THAT i do anything wrong °-°
i dont know WHAT i do wrong,but I know THAT i do anything wrong °-°
- Gramanaitor
- Posts: 174
- Joined: 24 May 2013, 14:34
- Contact:
Here. Please try not to bump any more old threads.domnitrolp wrote:I dont get it to work...
i dont know WHAT i do wrong,but I know THAT i do anything wrong °-°