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Official Hex/ASM/Etc. Help Thread

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How do I exactly remove the fade? I simply don't need it, but one of the hex edits screws up:

Quote
02146 $00:9F46 56 bytes Subroutine (JSx FIXME) Fading/mosaic routine.
Change x2159 from D0 to 90 to eliminate all fadeouts. (use in conjunction with x212F). Mod note: I've heard that this one is buggy. Use on your own risk.
I'm trying to get darvos's timed lift sprites to interact with a "change sprite x speed to #" block. However, the sprite passes through the block without any effect whatsoever.

I'm not sure why this could be happening since the .cfg has "don't interract with objects" unchecked, and I added a branch to the sprites main routine to ensure that the sprite sets its own x speed only once.

Any ideas on how to fix this?
Those sprites don't normally even call the routine for object interaction. Try adding a JSL $019138 (or $819138) around the same place where the position-updating JSL is.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Hi.

I'm trying to make to disable the fade, and make it a little bit faster than these hex edits:

Quote
x2167 removes mosaic effect: from 03 to 00;


Quote
02146 $00:9F46 56 bytes Subroutine (JSx FIXME) Fading/mosaic routine. Change x2159 from D0 to 90 to eliminate all fadeouts. (use in conjunction with x212F). Mod note: I've heard that this one is buggy. Use on your own risk.]


Quote
$009F2F 1 byte Overworld border Change from 01 to 0F to stop fadeout on entering level, new area, and back to
submap. (Use with x2159)


Any help on this?
I'm working on a custom status bar:


I need to put 0s in the first digit of lifes and coins. It should turn from "M× 5 C× 0" to "M×05 C×00".
Can you help me?
Try this patch. It's a simple hex edit. Make a backup though. If you've already messed with the status bar, it could cause conflicts and corrupt your ROM.

Code
;always skip replacing 0 with blank
ORG $008F51	;for lives
	db $80	
ORG $008F7A	;and coins
	db $80

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Originally posted by JackTheSpades
Try this patch. It's a simple hex edit. Make a backup though. If you've already messed with the status bar, it could cause conflicts and corrupt your ROM.

Thanks, it worked fine. Sorry, can I ask the same edit for the time counter?


I have another problem related to the status bar: Separate Status Bar Palettes seems to be messing with the priority of my layer 3.

->

It just ignores "Move Layer 3 to subscreen". Is this normal? Any clue?


EDIT: Changed a question.
I'm working on a pseudo power up, modifying the caped mario.
It's work that is you have a cape you fly like if on a blue winged yoshi. I already disabled spin jump, cape spin and cape flying.
you cannot fly if you hold an item and if you touch water you lose the powerup.
This is the main code till now:

Code
FLY:
LDA $75
AND #$01			;|Lose cape
BNE LoseCape
LDA $148F
AND #$01			;|Item? no jump
BNE Return
LDA $77             		;\
AND #$04			;|Doesn't work if not in air
BNE Return			;/
LDA $14		;\
LSR
LSR
AND #$03	; |Pick pose frame 0/1
TAX		;/
LDA Pose2,x	;\Set the pose
STA $13E0	;/
LDA #$80			;\
CMP $007D			;|
BCC B				;|Check if your going down
LDA #$24			;|
CMP $007D			;|
BCS B				;/
LDA #$24			;\ if so, lower speed
STA $007D			;/

B:
LDA $16				;\
AND #$80			;|check if B is pressed
BEQ Return			;/
LDA #$BF			;\ If so, fly
STA $007D			;/
RTL

LoseCape:
LDA #$01
STA $19
JML $00F5F3

Return:
RTL


What I'm not able to do is to change the hitbox of mario only while he is in mid air...
I need that in mid air he goes on a 16x16, like a little bird.
What I was think was to simulate he is ducking and cover the ducking pose with the pose i already inserted...

Someone can help me?
That's the faster way to make mario to have a 16x16 hitbox (with layers and sprites) without making hijacks to various places in the ROM. Also this is what I did to make that Shell suit in my powerups pack.



How do I make it so that when there are no sprites on screen, the level ends?





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Hey i have a question about the Overworld...
how can i get the layer1 tile number (i only need 1 byte) Mario stands on?
for example if Mario is on yoshis house it should return #$56
Check this RAM address.
Originally posted by LX5
That's the faster way to make mario to have a 16x16 hitbox (with layers and sprites) without making hijacks to various places in the ROM. Also this is what I did to make that Shell suit in my powerups pack.


Oh nice, but i didn't know how to do it hahah
I tryed but didn't worked.
Can you help me? or just tell me the line in your shell suit to copy? (:

Thanks you in any case!

EDIT: I got it. It was so easy i didn't even think about that! ahaha
It's been a long time since I left the scene, and many new features came across the time. Let me ask some foolish questions here xD

There's an option in Lunar Magic called "Use FastROM addressing for this ROM". Is that FastROM a patch that optimizes the speed of game, right? Does it have an incompatibility with any patch or something that I may need to take care when aplying new patches, or can I just enable this on my ROM and go ahead?

Oh, and is it compatible with No More Sprite Tile Limits?
The only downside is that you can't use ROMs which are larger then 4MB because the area beyond 4MB (i.e. banks $80 and larger) is the area where the codes run on FastROMs faster (about 50% of the normal SNES speed, to be clear) but otherwise nothing had been changed i.e. no incompatibilities with other patches (except for the SA-1 patch but let's be honest: that chip is four times faster then the SNES so FastROM isn't really needed anyway).
Okay okay. Probably I won't need a ROM larger than 4 MB, so I'll stick with FastROM then (since there are some stuff I need in my project and isn't fully compatible with SA-1).

Thank you for the help!
Can I have a full patch that edits the sprites in the ending slideshow sprite data (from right after all the yoshi eggs hatch) along with the palettes and size comments?

The problem is editing these sprites are confusing and a pain in the order it's in compared to layers 1 and 3, and there is no editor for them, so a patch seems fair.
very noob here.... when coding asm... how do you know which address works with what.. and where do you go to test code?
Originally posted by Bernard
how do you know which address works with what..

The ROM and RAM maps have explanations on many of the addresses (the ones in ROM and the ones in RAM). For ROM addresses not listed there, you can look them up in a disassembly of the game (like all.log).
Quote
and where do you go to test code?

Depends what you're doing. Most people start coding blocks, so you simply make a block and test it in-game. I started with sprites and did similar.

If you're still learning syntax and program flow, following an ASM tutorial will likely give you lots of examples and test code to play with, and they'll tell you how to insert your code.
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