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Ask anything about SMW Hacking - 2019 Edition

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Eh... about 8 beers. I thought it was supposed to be above "BG3: 00", not right above "BG3: 80". Thanks :)
Err...

A block I made in Blockreator (non solid, hurts Mario) damaged me when I fell on it and made me small, but then I stood inside it, not moving, and it did nothing! When I jumped, it suddenly decided to kill me!

Block's code here. It was set to act as tile 25.
Usually inactive/procrastinating on a hack idea.

Try making it act like tile 130... or do you intend for mario to be able to fall through it...?
Yoshiegg Powerup Expansion
It's a patch about getting powerups other than a mushroom from Yoshieggs...
It's currently fully functional, but I'm still taking suggestions and want to fix any possible bugs...


Then it would be a Muncher clone, I specifically want it to be non-solid.
Usually inactive/procrastinating on a hack idea.

Not sure what caused it and I can't reareate it...

Try using this code... I hope that'll fix it...
Code
db $42

JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH
JMP Cape : JMP Fireball
JMP MarioCorner : JMP MarioHead : JMP MarioBody

MarioBelow:
MarioAbove:
MarioSide:
MarioCorner:
MarioHead:
MarioBody:
	JSL $00F5B7				; > Hurt the player.
RTL

SpriteV:
	LDA #$04				; \
	STA $14C8,X				; |
	LDA #$1F				; | Kill the sprite as if spin-jumping it.
	STA $1540,X				; |
	JSL $07FC3B				; |
	LDA #$08				; |
	STA $1DF9				; /
RTL

SpriteH:
	LDA #$04				; \
	STA $14C8,X				; |
	LDA #$1F				; | Kill the sprite as if spin-jumping it.
	STA $1540,X				; |
	JSL $07FC3B				; |
	LDA #$08				; |
	STA $1DF9				; /


Cape:
Fireball:
RTL


E: Meh, I'm bad...
Yoshiegg Powerup Expansion
It's a patch about getting powerups other than a mushroom from Yoshieggs...
It's currently fully functional, but I'm still taking suggestions and want to fix any possible bugs...


Or you can try this:

Code
db $42
JMP Work : JMP Work : JMP Work
JMP Sprite : JMP Sprite : JMP Return : JMP Return
JMP Work : JMP Work : JMP Work 

Work:
	LDA $1497	;\
	BEQ Return	;/ Check if player is blinking
	JSL $00F5B7	;\ If not, hurt player
	RTL

Sprite:
	LDA #$04	; \
	STA $14C8,X	; |
	LDA #$1F	; | Kill the sprite as if spin-jumping it.
	STA $1540,X	; | (I assume you want this)
	JSL $07FC3B	; |
	LDA #$08	; |
	STA $1DF9	; /

Return:
	RTL

This will only make the player get hurt if they're not blinking. Beats the hurt routine from running tons of times whenever you're touching the block. Also cleaned up the code a lot.

Let me know if this blows up, haven't tested.

EDIT: nevermind, been told over the IRC that the hurt routine already checks if the player is blinking or not. You can try majora's code instead.
It's easily the best thing I've done
So why the empty numb?
Majora's code works perfectly. Thanks!
EDIT: Now I've fixed the code. Still working well.
Usually inactive/procrastinating on a hack idea.

Oh, and remove the code in SpriteV, keep the label though...
Yoshiegg Powerup Expansion
It's a patch about getting powerups other than a mushroom from Yoshieggs...
It's currently fully functional, but I'm still taking suggestions and want to fix any possible bugs...


I recommend you to delete everything between "SpriteV:" and "SpriteH:" because they actually the same code so it wastes only some space.

Edit: Ninja'd FTW!
Sorry for question below, I'm still noob in SMW Hacking...

Okay, so I have a problem. My overworld (or first world that uses the Yoshi Island submap) uses five colors for FG. Here's the screen from palette editor, and here's screen ingame. As you see, Mario contours are green just like the one of FG palettes. I tried to put a palette in next row, but it still shares palettes. I don't know how to fix that, and I don't want to make new overworld :/
Currently working on: Mariadventures.

back from death (again!)
You are using colors in palette 8, from what I can tell. Of course, you could try using a different palette, because it looks like the last several colors of palette 1&8 are shared for some reason.
How do you enable #lm{l2} in lunar magic?
User: Hinalyte / ID: 1553 ~ loading kotori.css
Use a Level Mode (found here #lm{MARIO69}) that uses Layer 2 as a level instead of an image.


To clarify, change level modes until you see this:


Valid modes are:
01 - Horizontal, Layer 2 doesn't interact with Mario/sprites (basically, same as a background but with FG tiles)
02 - Horizontal, Layer 2 does interact
07 - Vertical, Layer 2 does not interact
08 - Vertical, Layer 2 does interact
0F - Horizontal, Layer 2 does not interact
1F - Horizontal, Layer 2 does interact, translucent

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Whenever I patch the No More Sprite Tile Limits v1.0.1 patch to my rom, the long string of Koopas in Yoshi's Island 2 make the game slow down while a vanilla SMW rom has no slowdown in that area. Does that patch make the game slower as an unfortunate side-effect or something? I don't know what's going on. #ab{:(}
On the note of patches, is there a way to patch xkas patches with asar? I remember seeing something about how.
Originally posted by MercuryPenny
On the note of patches, is there a way to patch xkas patches with asar? I remember seeing something about how.


Add ;@xkas to the very beginning of the .asm patch.
Do I also need to change the freespace?
If you tell Asar to act like xkas, then yes, Asar will act like xkas, including demanding manual freespace management.
<blm> zsnes users are the flatearthers of emulation
Last question: Can I tell what the freespace is by looking in a hex editor?
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