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Ask anything about SMW Hacking - 2019 Edition

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Originally posted by Synnae
You know when the 1up mushroom is moving and after hitting a wall it flips around? (the same happens if you end up swatting it with the cape/raccoon tail)

is there a way to prevent it from flipping after such actions...?


wow, superwiidude asked the same question in a thread. anyways, maybe some hex-editing might do the trick. don't know specifically, though :/. try looking in the rom map.

Originally posted by superwiidude
I have this block I used in the variety of chance. it let Mario pass but acted solid for sprites. I tried putting this block into a different game and I've been having trouble. I put it in place of the pink berry and it acted like a ledge instead of an empty block for the player. I tried moving it to the same tile I used before and it still does it. does anybody know how this could have happened?


are you sure that some other block doesn't occupy the block you're using in your new rom? are you sure it doesn't occupy the same block your block is 'acting as'?
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Finding my passion in life, but I may still be active on SMWCentral from time to time. Still enjoy playing many hacks, but I'm widening my perspective on life and opening myself to the new.
Originally posted by mario and luigi
are you sure that some other block doesn't occupy the block you're using in your new rom? are you sure it doesn't occupy the same block your block is 'acting as'?

This and one other are the only blocks inserted at the moment. Also I got the same issue when adding the block to an unchanged rom. So I don't know where the problem lays.
layout by pirahnaplant.
the variety of chance is upon us, are you scared?



Did you set the ActLike setting in the map16 properly?
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Originally posted by JackTheSpades
Did you set the ActLike setting in the map16 properly?

It says to make it act as 25, so that's what I set it to. i also tried a few other numbers but nothing worked.

here is the code in case that helps

db $42
JMP Mario : JMP Mario : JMP Mario : JMP Sprite : JMP Sprite : JMP End : JMP End

Sprite:
LDA #$30 ;\
STA $1693 ; |Act like a cement block
LDY #$01 ;/
RTL
Mario:
RTL
End:
RTL
layout by pirahnaplant.
the variety of chance is upon us, are you scared?





Well, one problem is that you're missing a few JMPs. db $42 requires three more (for Corner, HeadInside, and BodyInside). Those are probably what's causing it to act like a ledge; the BodyInside label would only read the LDY, so it would act like tile 100.

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Just in case you need the code:

Code
db $42
JMP Mario : JMP Mario : JMP Mario : JMP Sprite : JMP Sprite : JMP End : JMP End
JMP End : JMP End : JMP End

Sprite:
LDA #$30 ;\
STA $1693 ; |Act like a cement block
LDY #$01 ;/
Mario:
End:
RTL 

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I'm editing Mario's graphics right now.
So, in Lunar Magic, when I click the green mushroom to insert the GFX, it tells me that they are stored in 3bpp format and that I need to extract them and re-insert them as 4bpp format.
What does this mean and how do I do that?
My layout has removed you.
Originally posted by Face
I'm editing Mario's graphics right now.
So, in Lunar Magic, when I click the green mushroom to insert the GFX, it tells me that they are stored in 3bpp format and that I need to extract them and re-insert them as 4bpp format.
What does this mean and how do I do that?


Click #lm{extgfx} then #lm{insgfx}.
So a few pages back, I got the shell blocks to spawn Poison Mushrooms, right? Well, when you're on Yoshi, it still spawns a shell.

Is there a fix for this?
Originally posted by ROM MAP
10AC1 | $02:88C1 | 1 byte | Sprite number | Sprite that comes out of blocks 127 and 128 if Yoshi is present (Green shell)


Edit: Here is the address which spawns a shell without presenting a Yoshi:

Originally posted by ROM MAP
10AB0 | $02:88B0 | 1 byte | Sprite | number Sprite that comes out of blocks 127 and 128 (Green shell)
Originally posted by Luigi-San
Originally posted by Face
I'm editing Mario's graphics right now.
So, in Lunar Magic, when I click the green mushroom to insert the GFX, it tells me that they are stored in 3bpp format and that I need to extract them and re-insert them as 4bpp format.
What does this mean and how do I do that?


Click #lm{extgfx} then #lm{insgfx}.


Still doing it. And, it overwrote all the work I've been doing.
Good thing I backed up my GFX32 and GFX00 bin files. :/
My layout has removed you.
Consider this part in the all.log:



Does the unseen code where the green line is (CODE_00F60D and CODE_00f60E) qualify as freespace in the ROM?
STA $1DFB is a 3 byte instruction that begins at $00F60C, so $00F60D and $00F60E are taken up by the instruction.

there is no free space in the original code; there is only the rare unused code and unused data, which you can use as free space but you have to be careful. this is partly why asar's freespace command doesnt target the first 512k of the rom.
Sorry to be lazy, but where is the code that gives Mario a 1-up? I looked thru the ROM map a couple days ago, and didn't find it.
look for GiveMario1Up in all.log
Alright, I'll do that, but at least tell me if I should look for it in the ROM or RAM portion of the all.log?
all.log is all rom
So... I'm trying to get the Powertool to work with superwiidude, but we don't have a clue as to what to do with it. Instructions please? The archive came with none according to him.

here is what happens
The all.log is confusing me:



Where did $09 come from? I don't see it anywhere near CODE_00FAD4, so what's going on?
Not exactly where you got that patch, but man if it's real there's some serious cryptic stuff going on in there. Assuming it's not relying on anything that LM does to the ROM, to answer your question trivial, the $09 is making the LDY #$07 into an ORA #$07. Not sure why you'd want to do that though?

Where did that patch come from?

Give Mario some love?~
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