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Ask anything about SMW Hacking - 2019 Edition

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Originally posted by yoshicookiezeus
Looks like the circles around the candle flames in the castle background.



Oh then off with that then!
Sorry if this question has already been asked, I searched it and couldn't find anything.

So I made my overworld, all very good, etc. But when I go to a level, and select "modify level tile settings", I have a problem. i know what everything does, and I know how everything works, but when I select an option for one level (i.e. enable direction, pick event, level, etc.) it changes the settings for ALL the level tiles. So basically I change the level address of one tile, and all the other tiles change to that address as well.

Am I doing something utterly stupid?

Thanks,

~Me
It's because you didn't set the level numbers yet (probably). If you set the configurations of a level tile which level number is per example, 0, all the tiles with the level 0 will have the same setup.
It's easily the best thing I've done
So why the empty numb?
Yup that fixed it, thanks a lot!
Could you guys help me fix the palette for a custom sprite (SMAS Bowser, to be exact). Tanks!

http://www.smwcentral.net/?p=viewthread&t=56526
His Name Was Mario, C3 Demo out now! Click link!
Questions:

-How can I disable sliding? I don't want the player to slide at all

-How can I disable swimming, like you'll be effected by water physics but you can't swim about.
Originally posted by Alcaro
Originally posted by Giant Shy Guy
EDIT:

Is tile 586 of GFX 33 unused?

Yes, as are all other of those weird Xs. I'd guess they're there since Nintendo needed something to fill their unused graphics slots with.

Personally I use it for the SMB3 Water animation(the waves, not the sparkles), saves a bit of space in the extended animations file.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
I'm trying to create a patch to make a few hex edits for me (so if I have to transfer a new rom I only have to apply the patch). This is the first time I've done my hex editing through a patch, and so far I'm not having any troubles there.

What I want to know is if there's a way to make the changes that I would normally do through Tweaker using the same patch. I assume there is, but I'm can't seem to find the addresses I need to change. (Mostly palette changes and behavior tweaks... dies when jumped on, hop in/kick shells, falls straight down, stays in yoshi's mouth, etc). Assuming of course that it's doable, how would I find the addresses? What would be the easiest way?
I have a hack thread - Link (Now with a demo!)
Also a music thread - Link

C3 Projects
2013: Modern Spiny Pack
2012: MGSS v0.1
Spring 2010: SMB2 Autobomb Sprite
Well, if you're talking about the layer 3 part, it uses "Palette row 1, color 9", if you're talking about the border part, it's windowing HDMA and it's color can't be modified.

The message "block" sprite uses "palette row B, colors 1 to 7".
Originally posted by NamelessProtagonist
What I want to know is if there's a way to make the changes that I would normally do through Tweaker using the same patch. I assume there is, but I'm can't seem to find the addresses I need to change. (Mostly palette changes and behavior tweaks... dies when jumped on, hop in/kick shells, falls straight down, stays in yoshi's mouth, etc). Assuming of course that it's doable, how would I find the addresses? What would be the easiest way?

They're in the ROM Map:

x3F46C ($07F26C) - $1656
x3F535 ($07F335) - $1662
x3F5FE ($07F3FE) - $166E
x3F6C7 ($07F4C7) - $167A
x3F790 ($07F590) - $1686
x3F859 ($07F659) - $190F

Each table is 201 bytes, 1 byte for each sprite from 0 to C8 (the last sprite, the rest are mainly shooters/generators)
Ah, thank you very much. I searched for specific sprite names so I see how I overlooked that.
I have a hack thread - Link (Now with a demo!)
Also a music thread - Link

C3 Projects
2013: Modern Spiny Pack
2012: MGSS v0.1
Spring 2010: SMB2 Autobomb Sprite
I actually have a problem with my hack. It's really bothering me because it is required just to finish the first level.

http://www.youtube.com/watch?v=iNOiLFokn_A
First: Don't remake levels
Second: Use brick blocks
Third: AUDIO LAG
Fourth: Try getting rid of the music and seeing if that does anything
Fifth: Try it in BSNES. ZSNES is really only useful for recording title screen movements.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
So I found a minor glitch in SMW, and I'm just here to ask if there's a patch for it or something (although it's nothing big; I'm not gonna die if I don't fix it) This is just for "professionalism"

Link to video

I would look for it in the patches ection, but I don't know what words to look up other than "fix", which isn't gonna help me.
I've seen levels in romhacks that make everything except Mario completely black, or completely white. How is something like this done, palette editing?

Also, if I wanted to make something like, a staircase where the further you go down, the darker everything becomes, would that be doable with Lunar Magic or would I need to do some ASM?
Originally posted by Xirix
I've seen levels in romhacks that make everything except Mario completely black, or completely white. How is something like this done, palette editing?

Also, if I wanted to make something like, a staircase where the further you go down, the darker everything becomes, would that be doable with Lunar Magic or would I need to do some ASM?

1. Yes
2. You'd need custom blocks, though those blocks probably already exist.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Originally posted by Wiimeiser
2. You'd need custom blocks, though those blocks probably already exist.

Custom blocks would be a rather ineffective way to do that; a much better way would be to use levelASM to set the brightness depending on Mario's Y position.
My YouTube channel
Get the official ASMT resource pack here!

Alright. Incredibly dumb question but I've been struggling with this while sober and I'm now inebriated and the Ballmer peak is not real apparently.

Why do fuzzies not want to go on my line guides? I have the sprite memory and header settings the same as the ones SMW have, and I've even tried placing the fuzzies in similar situations. They absolutely refuse to attach to line guides. What's the deal with them?
I'm not sure but maybe this patch can help.
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