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Ask anything about SMW Hacking - 2019 Edition

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Yeah it is the disassembly (sorry it was definitely not clear in my previous message).

How do I find the free space command in the asm of the disassembly?
I sometimes saw "free space" written in asm files, but not in this one. And then I add it at the top of the asm file made to change the graphics?

https://pastebin.com/75WEfWe1
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
I said replace in my message. Find that label in the file and replace it with what I posted.

Though by the looks of it it's already replaced, and didn't you say it worked last time? What's the problem now exactly?


You should also link longer codes rather than posting the entire thing in a code block


No, it's not fine. ^^;
(if you decide to continue, I believe Asar will assume you're writing at the start of the ROM, i.e. $008000, which is absolutely 100000% not what you want to do)

You should not try to make changes to custom sprites through an Asar patch. You instead need to edit the sprite's ASM file directly and then reinsert it with Pixi/Giepy/whatever.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
No, it's not fine. ^^;
(if you decide to continue, I believe Asar will assume you're writing at the start of the ROM, i.e. $008000, which is absolutely 100000% not what you want to do)

You should not try to make changes to custom sprites through an Asar patch. You instead need to edit the sprite's ASM file directly and then reinsert it with Pixi/Giepy/whatever.

I'll do that! Thanks!
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
1) How do I change the level of a music downloaded on SMWC when there is no "w___" in the asm?
Do I have to just add it? Is there another part of the file that I can modify to change it?

2) "Tip: ExAnimation also works on sprites!"
How?! Is that really possible? Like for example make an orb that moves (not even on X/Y, just like a GIF)? I never found anything allowing me to do that
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
2) You can set the destination to be a sprite tile, that is, on page 3-4. For example, to change the mushroom, you'd put 324 as the destination as that's the tile of the mushroom. The rest is just like normal exanimation.
Originally posted by TheBiob
2) You can set the destination to be a sprite tile, that is, on page 3-4. For example, to change the mushroom, you'd put 324 as the destination as that's the tile of the mushroom. The rest is just like normal exanimation.

Simply that, I was trying to figure out some harder solutions!

Also, I found on SMWC a code to disable all buttons, which is what I wanted.
Code
main:

	STZ $15
	STZ $16
	STZ $17
	STZ $18
	RTL

(for UberASM)

Although I wasn't expecting is to disable the button select. So now I can't Start+Select to exit the level.

Is there a simple fix?
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
untested but this should leave start and select enabled. keep in mind that with this, the player can also use the item box and pause the game, but disabling that while still having start+select work is more difficult
Code
main:
LDA #%11001111 ; mask of bits to disable - leave Start and Select enabled
TRB $15
TRB $16

STZ $17
STZ $18
RTL

actually it's not very difficult. this one disables Select if the game is unpaused, but enables it if the game is paused
Code
main:
LDA $13D4|!addr ; is the game paused?
BNE .paused
LDA #%11101111 ; disable everything except for Start when unpaused
BRA +
.paused
LDA #%11001111 ; disable everything except for Start and Select when paused
+
TRB $15 ;\ clear respective bits of controller input A
TRB $16 ;/

STZ $17
STZ $18
RTL
Is there any way to activate two overworld events (normal and secret) simultaneously when beating a level?
Originally posted by Yan
Is there any way to activate two overworld events (normal and secret) simultaneously when beating a level?

The only way I can think of is by combining both events as one and then activate that event when completing the stage.



In Lunar Magic when you're in the overworld editing screen, is it possible to expand the overworld map/make new maps? Like if I added a new section where the blue "X" tiles are would the map extend there if Mario walked there?





Unfortunately, it is not. The areas around the map are actually separate regions entirely; the area below the main map is the Layer 1 tile Map16, while the area on the right is the Layer 2 event tile Map16. You'll notice both areas disappear when in Layer 1 editing mode, because they're not actually part of the map and can't have Layer 1 tiles.

It would be possible to expand SMW's overworld by adding additional maps besides the main map and submaps (although Lunar Magic wouldn't display this and you'd have to come up with a process for handling that), but as far as I know no one has bothered to implement a system for that.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Ideally I'd like a character who is 24x40, I think that would fit in with the 16x32 character enhancements really well for SMW hacking, but I'm sure that would require a lot of customising the 32x32 patch to make it happen.

Since the 32x32 patch is out there and I want to keep all the capes and Yoshi (which leaves out the 48x48 patch and 64x64 hypothesis) I was wondering if someone could advise me on what I can do with the patches currently available.

What I'm trying to do, on an 8MB SA-1 ROM, is have a larger than 16x32 character (I'm settling for 32x32) AND have separate player GFX for certain levels.

So, some levels might have a space suit or a diving suit, where you won't get a short oxygen meter because of breathable air tanks, things like that. I'm also thinking of having player injuries play a part in certain story-driven levels, so it's really important to me that I can have 32x32 and different player GFX work together.

Separate Player 1 & Player 2 graphics on the other hand I'm not too fussed about. Just a 32x32 player for the game and certain levels having different 32x32 player GFX.

Does anyone have any recommendations?

Originally posted by Thomas
It would be possible to expand SMW's overworld by adding additional maps besides the main map and submaps (although Lunar Magic wouldn't display this and you'd have to come up with a process for handling that), but as far as I know no one has bothered to implement a system for that.


That sounds like just cause for a separate OW tool, something that overwrites the map.

Plus, what ever happened to "More overworld levels and events"? I'd love 256 translevels and 255 events being possible. Imagine the big collabs.



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Originally posted by Conal
Ideally I'd like a character who is 24x40, I think that would fit in with the 16x32 character enhancements really well for SMW hacking, but I'm sure that would require a lot of customising the 32x32 patch to make it happen.

Since the 32x32 patch is out there and I want to keep all the capes and Yoshi (which leaves out the 48x48 patch and 64x64 hypothesis) I was wondering if someone could advise me on what I can do with the patches currently available.

What I'm trying to do, on an 8MB SA-1 ROM, is have a larger than 16x32 character (I'm settling for 32x32) AND have separate player GFX for certain levels.

So, some levels might have a space suit or a diving suit, where you won't get a short oxygen meter because of breathable air tanks, things like that. I'm also thinking of having player injuries play a part in certain story-driven levels, so it's really important to me that I can have 32x32 and different player GFX work together.

Separate Player 1 & Player 2 graphics on the other hand I'm not too fussed about. Just a 32x32 player for the game and certain levels having different 32x32 player GFX.

Does anyone have any recommendations?

Originally posted by Thomas
It would be possible to expand SMW's overworld by adding additional maps besides the main map and submaps (although Lunar Magic wouldn't display this and you'd have to come up with a process for handling that), but as far as I know no one has bothered to implement a system for that.


That sounds like just cause for a separate OW tool, something that overwrites the map.

Plus, what ever happened to "More overworld levels and events"? I'd love 256 translevels and 255 events being possible. Imagine the big collabs.


Maybe this may help you? Not sure if it works with 32x32 GFX though.
I was thinking; with the advent of the SuperFX Patch, how come we don't see many SuperFX hacks? Is FX just too complicated to code in assembly that it's not worth what ever benefits compared to SA-1?

Originally posted by Darolac
Maybe this may help you? Not sure if it works with 32x32 GFX though.


Yeah, something like that. I'll need to do a bit more reading to figure out how that patch works exactly. I hope it's possible for it to work with 32x32.

At this point I'm not sure how to customise the patch to what I need it for.



YouTube Twitter Twitch
Hi

To test different things in different levels, I made a overworld where I can access all the levels. Well, in theory.
For some reason that I can not figure out, it works sometimes, and sometimes it doesn't.



For example, when I'm on tile leading to 10C, I can go down, left, right. But when I'm on tile leading to 129, I can not go down. Tile to 138 doesn't allow me to go down or right. Etc...

I checked all the tiles, they all have the exact same properties:



I deleted all the events, just in case.

There must be something very obvious that I'm missing.
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
Are you starting a new save file before testing the overworld? As the level tile settings dialog states, the initial level flags apply only when starting a new save file - one which says EMPTY, not 0.
Originally posted by Telinc1
Are you starting a new save file before testing the overworld? As the level tile settings dialog states, the initial level flags apply only when starting a new save file - one which says EMPTY, not 0.

That was the case, indeed!
I never knew you needed to start a new save to get the new properties. I always assumed it would not, since you don't need to start a new save when you change the level a tile directs you to.
Thanks!!!
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
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