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Multi Midway Points

I'm using that patch and everytime I use the second midway point, I just warp to 106 instead of 105. I read the readme and I saw a sentence that said...

Originally posted by Readme
Every level must have a midway entrance defined for every possibility. Otherwise, your game will be pulling the wrong midway point number and will send you weird places!


I didn't get what the bold part meant.. Explain it?
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Maybe try this.

I'm not sure if this is the solution, because I didn't ran into that problem, but if this is gonna work for you, then so be it.

Nope didn't work, this is what I set for the level 105:

Originally posted by MultiMidwayPoints1.3
dw $0105 : dw $1001


I've set it as $1001 so I can use a secondary entrace midway point for level 105. I've also set it to say !MIDWAY_NUMBER = $0002 so there can be 2 midway points per level.
The first midway point works fine, it acts like a regular midway point. Although the second midway point acts like a midway point from level 106. I've changed the Secondary Entrace: #001 to the destination of 105 and to screen 1E. Help?
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Well, it sounds right from what you are telling us. Did you made sure to enter the game from the title screen after applying the patch? (Midway point positions screw up with savestates which were made before applying the patch).

I tried it now and it still doesn't work.

1. I erased the files and created a new file
2. In the intro the words glitched up for some unknown reason..
3. I've entered the game and it still encountered the same problem.
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Originally posted by chineesmw
2. In the intro the words glitched up for some unknown reason.


That's probably not related to the patch. It's a little hard to judge without a screenshot but could it be that you applied the switch messages to level 0? That causes the sprites which resemble the blocks and dotted outlines in the message text to appear in the intro level.

Video:
^ ^ ^
Might want to open this in a new tab!

Screenshots:


-----------------------------------------------------------
As you can see, the regular Midway is in Screen 0F and that was set as Midway Point 1.


-----------------------------------------------------------
I set Midway Point 2 in screen 1E and set it as Secondary Entrance #001.

Files:

Might want to open these in a new tab!

MultiMidwayBlock1
MultiMidwayBlock2
MultiMidwayPoints1.3
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Okay, unless I'm totally confused now I think I know what you did wrong. Multi Midway Block1 is actually for Midway 2 and you only need Block 2 if you have a third midpoint. That means: you just use the regular midpoint for the first midpoint and block 1 for the second midpoint.

Okay I've made Midway Point 1 into Regular Midway point and I've replaced Midway Point 2 with Midway Point 1, I've tested it and I'm still receiving some glitches...

Regular Midway point seems to be working fine just like Midway Point 1 in the earlier problem. Now Midway Point 1 is acting like the Regular Midway Point.

Here's the code of it...

Originally posted by the MultiMidwayPoint1.3.asm
;levels 101-10F
dw $0100 : dw $0100
dw $0101 : dw $0101
dw $0102 : dw $0102
dw $0103 : dw $0103
dw $0104 : dw $0104
dw $1001 : dw $0105
dw $0106 : dw $0106
dw $0107 : dw $0107
dw $0108 : dw $0108
dw $0109 : dw $0109
dw $010A : dw $010A
dw $010B : dw $010B
dw $010C : dw $010C
dw $010D : dw $010D
dw $010E : dw $010E
dw $010F : dw $010F

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Wait, you use LM's Midway Point entrance for the first midway and the second midway uses the secondary entrance, right?

It must look like that:
dw $0105 : dw $1001
like you did before.

You only had to change the midway point objects in the level - use the regular midpoint from the game (Extended Object Command 46) for the first and your custom block 1 for the second.

Originally posted by FPI
Wait, you use LM's Midway Point entrance for the first midway and the second midway uses the secondary entrance, right?

It must look like that:
dw $0105 : dw $1001
like you did before.

You only had to change the midway point objects in the level - use the regular midpoint from the game (Extended Object Command 46) for the first and your custom block 1 for the second.


Did that done that, still uses the same position. Is the patch glitching out or something?
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This patch doesn't work too great with UberASM. Do you use UberASM?
Originally posted by Ragey
This patch doesn't work too great with UberASM. Do you use UberASM?


Xkas GUI
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Originally posted by chineesmw
Originally posted by Ragey
This patch doesn't work too great with UberASM. Do you use UberASM?


Xkas GUI

UberASM is not an assembler (like Xkas GUI is, though it's just a more user friendly version of one). It's a patch that allows some nifty things like adding HDMA to levels and the overworld.

I suppose you don't use that patch if you don't know what it is, but if you do, I remember a fix somewhere near the top of this forum (ASM & Related Topics). However, your problem is not a crashing game.
If you have UberASM inserted in your hack and you use it. You have to use this fix that Lui37 posted.
You did said that the wrong level is loading.(current level+1)
when you get in the level when second midway point bar is obtained.

Then why don't you try this?

Code
;levels 101-10F
dw $0100 : dw $0100
dw $0101 : dw $0100
dw $0102 : dw $0101
dw $0103 : dw $0102
dw $0104 : dw $0103
dw $1001 : dw $0104
dw $0106 : dw $0105
dw $0107 : dw $0106
dw $0108 : dw $0107
dw $0109 : dw $0108
dw $010A : dw $0109
dw $010B : dw $010A
dw $010C : dw $010B
dw $010D : dw $010C
dw $010E : dw $010D
dw $010F : dw $010E
.......
dw $113B : dw $113A
dw $0000 : dw $113B


I think the patch is glitched in some reason...
Receiving?