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Official Hex/ASM/Etc. Help Thread

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Is this supposed to make all layers appear? Because it's not working for me:

Originally posted by ROM Map
01CB2 | $00:9AB2 | 1 byte | Change to [03] to make all layers appear at the same time during titlescreen load.


Also, what would be the hex edit to make the Nintendo Presents screen appear like in Yoshi's Island?
Originally posted by JackTheSpades
Originally posted by SuperMariaSis
...if extended sprites can't interact with blocks...

It's not necessarly extended sprites, just some sprites in general that do not interact with object, for normal sprites, there if for example the boos, bullet bills, ball 'n chain and so on.


Well, but I'd still have to recode the entire yoshi fireball, right? That doesn't sound very easy, but I'll give it a try :p
Hello ASM section!

I'm a total newbie on ASM-related topics but here is my question :

Is it an easy way to find and replace the tile and palette used for bounce or shatter sprites from common blocks codes found on SMWC, such as SMB brick or whatever.

In fact this could be very useful to have perfect block GFX and use all the palettes available for basic turn block.
Unless the latest block tools have added functionality for it, no. The bounce sprites are specific pre-made sprites, much like any other sprite. The turnblock bounce sprite was made specifically for turnblocks, etc.

You can use a custom bounce sprite inserter, but that's not all that simple. Requires a bit more ASM knowledge than inserting normal sprites found in the sprites section.
Too bad really. I'll deal with another solution.

For instance I thought of seperate levels/sublevels using normal turn blocks in one case, and SMB Bricks in another case. This way I can have my SMB Brick Graphics edited with ExGFX without bringing some ugliness in my levels. Thanks a lot!

Another solution was to keep same GFX for SMB Bricks and turn blocks but with different palettes. It's also a bit of ugly since when you change palette, bounce and shatter sprites remain on the yellow palette.

So I'll have separated levels/Graphics/Palettes for each block and it will be perfect.
I recently started using the Multi-Midway Points Patch by imamelia.
Everything worked fine.
But as soon as I use UberASM, the midpoints don't put me in different levels than the main level (so each midpoint in 105 puts me in 105, even if I set it to 106 in the table).

Originally posted by MolSno
Incompatible with uberASM unless you remove the $05D8B7 and $05D8E0 hijacks in hijacks/level.asm. Works well otherwise.

I guess this has something to do with it.
I deleted line 6 - 27 in hijack/level.asm, but it still doesn't work.
Is there anything I did wrong?
My Youtube channel

Currently working on:
Project C

Finished project:
The old hijacks added by uberasm might still be there. ASAR can remove the entire patch, I believe (then you reapply with the hijacks removed). If that doesn't work, you can manually restore the data by looking through all.log. If that doesn't work/too much bother, you can port to a new rom.
Porting to a new rom didn't bother me at all, this patch was the first thing I applied #tb{;)}
I just ported everything I about 5 minutes and it worked.
Thanks #tb{:]}
My Youtube channel

Currently working on:
Project C

Finished project:
I just commented out lines 6-9 and put "org $05D8BC" after that when I used them together in my hack. And the JML at the end of the "MultiMidway1:" code should also go to $05D8BC.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Is there a way to make podoboo sprites use three frames? I have a way of inserting new podoboo code to freespace, but it currently uses two frames,

I am using a version of the disassembly that someone made for spritetool, but I hacked it to use only ASAR for reference and to replace the original podoboo (also oddly named vertical fireball).

Note that mine is going to be non-dynamic, so it needs to use GFX in an unused place!
Originally posted by Hamtaro126
Is there a way to make podoboo sprites use three frames? I have a way of inserting new podoboo code to freespace, but it currently uses two frames,

I am using a version of the disassembly that someone made for spritetool, but I hacked it to use only ASAR for reference and to replace the original podoboo (also oddly named vertical fireball).

Note that mine is going to be non-dynamic, so it needs to use GFX in an unused place!


If it's not dynamic, then wouldn't be a better idea to remap both frames to use the same tile and exanimate that instead?
Do jumps (especially JML/JSL) ever change the data bank register (DBR)? A lot of tutorials imply that it does (that code should go in banks $00-$3F or $80-$BF, where RAM mirrors exist), but after looking through both technical documents and emulator source code, I can't find any proof.
GradientToolLevelMusic UtilitySM64 Clean ROM verifierHQX VirtualDub FilterImoSPC2 (Alpha)Music Section SPC PlayerEmbeddable SPC Player for SMWCYouTube EmbedderJSRomcleanJS Address ConverterLazyHDMA
nothing changes the data bank register except for PLB (and snes reset/power on)
Would there be a wall of code for parallax scrolling for this background?
Note that the following is Sound Effect ASM (AddmusicK) related, And I need assistance:

Does someone have a COMPLETE rip of the BRRs, code and data for the SMAS SMB2j (Lost Levels) Wind sound effect?

I tried the current SPC disassemblies availible from the projects made by other people (most notably Ersanio's work) and the data seems to not be found.

This is also because I want this to be in the next update for AddMusicK as a plus, so we can't forget about it.
So, I'm trying to use the L/R hook patch to make a Castlevania - Harmony Of Dissonance-type dash / back dash, basically the R button makes you dash to the right and the L button to the left, changing pose depending on which way you are facing. My progress so far is here.

However, I'm facing some problems I dunno how to fix...

1) The pose is supposed to stay as long as you are dashing. Instead, it only lasts a single frame.

2) As long as you are dashing, the up, right and left buttons of the pad are supposed to be blocked. You are supposed to be able to jump, attack, duck, pause or drop items when you are dashing.

However, although I've tried a million times to fix these two quite important bugs, I simply can't. If someone can help me, I'd be very glad.(It must be noted that yes, it's silent... for now, I just don't want to place sounds until I fix this :P Also, not going to ask for afterimages, because it's kinda hard to do and I personally think they look ugly :()
Thanks for reading! ^^


I'm trying to spawn a coin from Veggie Plants. If I try to spawn a Bob-Omb, it works normally, but if I try to spawn a coin, some garbled graphics appear before Mario gets it.

Here it is the block.

I tried changing $14C8,x, but none of the values listed works well for coins.
Might as well ask. I'm creating a block that functions similarly to the changing item sprite (as in it's placed behind the glass block), but I don't know how to check if Mario has hit the block the sprite is placed behind from below. Any ideas, documented code, or directions to said documented code?

Originally posted by Mindevous
Would there be a wall of code for parallax scrolling for this background?

It's in BETA and haven't been updated in ages, but you could try using scrollbars.

EDIT:
Originally posted by Yan
I'm trying to spawn a coin from Veggie Plants. If I try to spawn a Bob-Omb, it works normally, but if I try to spawn a coin, some garbled graphics appear before Mario gets it.

Here it is the block.

I tried changing $14C8,x, but none of the values listed works well for coins.

Perhaps try using $028A66. It works in the sprite I am making, as long as you set $9A to your block's x position and $9A to its y position.
Originally posted by allowiscous

better idea: effect tool
I found out that a sprite can be brought back to its original y-position by using this code:

INIT routine:
Code
	LDA $D8,x	; set y position (low)..
	STA $151C,x	; to $151C,x.
	LDA $14D4,x	; set y position (high)..
	STA $1594,x	; to $1594,x


main code:
Code
	LDA $151C,x	; otherwise, set y position..
	STA $D8,x	; to the RAM addresses in the INIT..
	LDA $1594,x	; so that way..
	STA $14D4,x	; it will go back to its original position.


Is there a way to do the same with the sprite's x-position?
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