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Ask anything about SMW Hacking - 2019 Edition

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Which level mode are you using?
It's easily the best thing I've done
So why the empty numb?
Originally posted by Koopster
Which level mode are you using?


Oh cool! Thanks!
It often appears if you have transparent or dark BG mode enabled. The same happens to some other sprites (i.e. piranha plants) that can turn invisible.
Code
4	20	A tick with a nasty spike.
4	22	0,0, 432 0,-16, 422 0,-32, 412 0,-64 402


I have this (and have it saved) but it pops up in LM as shown in the image.



What am I doing wrong?
I'm guessing that the missing comma between -64 and 402 has something to do with that.
Only put spaces between different tiles, it'll look less confusing that way.
It's easily the best thing I've done
So why the empty numb?
Originally posted by Koopster
I'm guessing that the missing comma between -64 and 402 has something to do with that.
Only put spaces between different tiles, it'll look less confusing that way.


Thanks. I was about to ask another related question too, but it all had to do with commas. Keeping that noted from now on.
Quick Question: anyone knows where I can find the list of sound effects for SMW? I can't find it in the documents section.
You mean something like this?
yeah, that's what I meant, thanks.
OK, so I accidentally changed the graphics format in my hack. How do I restore the proper graphics? Because I do not want to get a bad review of this hack just for mangled graphics
Explain what you mean by that. By default Lunar Magic, upon reinserting normal graphics, uses 4bbp for ExGFX.
I am assuming you inserted 4bpp ExGFX while you still have 3bpp graphics.

You can just use Lunar Magic's restore feature. If you can't use it for some reason, well, you can jump off a cliff and die - that'll also work.

..not really though. In all seriousness, if you can't restore, you can just extract the graphics from the original SMW and use the graphics you got there in your hack. (assuming you haven't changed the original graphics)
Or you can just extract and reinsert the graphics - that will convert them to 4bpp and fix them, even if they already got "corrupted".
My YouTube channel
Get the official ASMT resource pack here!

In a vertical level, how do you get Mario on the bottom of the screen?
My layout has removed you.
How could I make a Luigi-only game? No Mario anywhere; not on the title screen, no 2-player, etc.?
Super Mario World's Smaller Sequel:
Super Steppe 1 finished, Super Steppe 2 in progress


Originally posted by Face
In a vertical level, how do you get Mario on the bottom of the screen?

I don't really understand what you mean; if you just mean for Mario to be able to see the bottom of the last screen, you just need to have your level end on that screen.

Originally posted by DonnyKD
How could I make a Luigi-only game? No Mario anywhere; not on the title screen, no 2-player, etc.?

Apply this, then change all graphics related to Mario (i.e. palette, status bar, etc.) as necessary.
For the Mario Start!, you can use this. Alternatively you can hex edit $0091DB (x013DB) to be D0.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
I don't really understand what you mean; if you just mean for Mario to be able to see the bottom of the last screen, you just need to have your level end on that screen.


Well, the thing is, I changed the level mode thing to A to make it a vertical level, but the main-entrance, where Mario is of course, is at the top of the level and I can't seem to get the main-entrance to be at the bottom, if that makes any more sense.

As it stands, Mario will fall from the top once the level starts and I can't seem to get the y position any lower in the "Modify main and midway entrance" window.
My layout has removed you.


Originally posted by Face
As it stands, Mario will fall from the top once the level starts and I can't seem to get the y position any lower in the "Modify main and midway entrance" window.

Well, you can change Mario's position by dragging him around as a sprite in the newer versions of Lunar Magic.

Don't really get the problem anyway, though, since I played around with the Y position settings a bit and it works exactly as you'd expect, with Y=0 being the top of the screen and Y=F being the bottom. Note that screens in vertical levels are laid out sideways, so that means if you want to move Mario lower in the level, you have to increase the screen number he spawns on.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Sorry for the really bad question, but is there a SA-1 compatible version of the Yoshi Player Patch? I wanted to try my hand at a hack with both of the patches installed, but I'm pretty sure that the standard one won't work, considering that it hasn't been updated since 2012... While I'm probably slightly above average when it comes to ASM, I know for a fact that I'm probably nowhere near capable of porting it by myself, so yeah...
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
I have a Layer 2 problem...

I'm using Level Mode 02, and I have a background (which takes up the entire area) all throughout the level. The thing is, certain sprites appear in front of the background (Mario, Goombas, Koopas, Shells), but others are behind the background, and therefore invisible (Jumping Piranha Plants, Mushrooms, Fire Flowers.) Also, to test, I added a Flying Red Coin, a Flying 1UP, a Key, a P-Switch and a Feather, and all of them were in front of the background (visible to the player) How would I fix this?

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