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Ask anything about SMW Hacking - 2019 Edition

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So im making a rom hack and when i go to try and test it out on an emulator on my hacked, i go to try and hit a question block with an item in it and the game crashes, i have custom powerups installed but i cant even hit a question block with a normal fire flower in it, help would be greatly appreciated, thanks
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Ive restarted it
Name:Super Mario Endless World
World 1: 100%
World 2: 100%
World 3: 30%
World 4: 2%
World 5: 2%
World 6: 2%
World 7: 2%
World 8: 2%
World 9: 2%
Special world: 15%
Star world: 10
How can I make it so you can spin jump on fishing boo's flame?


You'll have to edit the flame's interaction routine at $0390F3. Unfortunately, there's no easy way, as the flames currently just do a check of "are the two hitboxes touching", rather than using the standard Mario-sprite interaction routine (which handles spinjump bounces).

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Am I crazy or isn't this a "normal" thing? I thought that you could do that in most hacks... No patch or ASM for this anywhere?
I think I've never seen a Fishin Boo flame spin-jumpable.

Question about overworld paths:
Do you guys have a way to link 2 levels spaced that way?


The best I could get is this:

It lets you move on the map in both ways, BUT when I go from left to right (which is the normal way of the overworld), it puts me a few pixels (probably 8) just to the left of the next dot, and I carry that gap on all the map then
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
Originally posted by Romano338
Question about overworld paths:
Do you guys have a way to link 2 levels spaced that way?
isnt that setup already in vanilla? http://prntscr.com/muihc1
~<3
Originally posted by chillyfox
Originally posted by Romano338
Question about overworld paths:
Do you guys have a way to link 2 levels spaced that way?
isnt that setup already in vanilla? http://prntscr.com/muihc1

Oh, yeah. Weird. I tried that, and it works from left to right, but messes up completely from right to left. I'll try again (it would only be one more thing that works or doesn't works and all of the sudden does the other way around!). 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
Hey so I'm using separate graphics for both players, and as a result, things like the invincibility flashing from the star and the grabbing fire flower animation look rather bad.

Is there a way to separate the player 1 palettes from player 2? If not, would it be possible to have the grabbing fire flower animation replaced with the cape feathers smoke effect?
Don't eat the sandwich
Is there a way to make it so you can spin fly longer? I know there is an option for it in SMW customizer but for some reason it won't let me access that part of the tool with this hack. I'm kind of new to this and don't really understand the Hex editing side of things so if there's already an ASM that allows for 3x flight time or something like that it would be amazing.
Is it possible to make it so that when Special World is passed, it changes LEVEL palettes? Like if I want Mario to have blue shoes, or something else to change?
I don't think it is, at least not without a nice amount of ASM, but maybe I missed something
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 would like to know and know how to edit the bowser battle ... I have already used the Hex Edit and it did not work ... I already tried to use high numbers and applied the Asar and I can not ... you have the correct numbers to modify the fight against Bowser? a hug.
I have came across a problem when editing levels, sometimes in my levels the background is super dark and i cant make it brighter. when i make the background white it instead looks gray. its really annoying how do i fix this and what causes it?
Originally posted by Magmatic
I have came across a problem when editing levels, sometimes in my levels the background is super dark and i cant make it brighter. when i make the background white it instead looks gray. its really annoying how do i fix this and what causes it?

What's the level mode set to? Check the topmost combo box in #lm{MARIO69} - modes 0C, 0D, and 11 darken the background. Their equivalent is 00 for a horizontal level and 01 for a vertical level.
2 questions:

- Is there a way to make 1C8 (yoshi wings level) trigger secret exit? I though it was automatic, but now it just trigger normal exits, like the principal exit of the level
- all of a sudden, I don't get the message box opening when Yoshi first appear in the game. I worked on overworld yesterday so my guess is it's related, but I don't see how. I've had that same message box at the same moment in the same level for months.
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) No, it's always the normal exit. You'd need some ASM to change it to the secret exit, though as an alternative you could just "reverse" the exits of the level (i.e. use a secret goal point at the 'normal' exit).

2) That message is coded to only show up if you first get Yoshi while in Yoshi's Island. You can change that to allow any submap by doing:

Code
org $01EC2C
	LDA #$01 : NOP


Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
1) No, it's always the normal exit. You'd need some ASM to change it to the secret exit, though as an alternative you could just "reverse" the exits of the level (i.e. use a secret goal point at the 'normal' exit).

2) That message is coded to only show up if you first get Yoshi while in Yoshi's Island. You can change that to allow any submap by doing:

Code
org $01EC2C
	LDA #$01 : NOP

Thanks, you're always as efficient ;) I didn't know it was only Yoshi's Island. I changed my submap so it makes sense!
And I'll invert my exits indeed!
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
Originally posted by iRhyiku
How do I stop the mushroom from moving?
Thanks


The mushroom doesn't move when on the ground, I'm not sure what you're trying to achieve but if you want it floating you could make a blank square in map16 and make it "act like" ground.
Originally posted by Beaser
Originally posted by iRhyiku
How do I stop the mushroom from moving?
Thanks


The mushroom doesn't move when on the ground, I'm not sure what you're trying to achieve but if you want it floating you could make a blank square in map16 and make it "act like" ground.

No... I don't believe that would work at all as a matter of fact. Even if it did "stop" the mushroom, you wouldn't be able to access it.
                                                                                                                  
                              
It could work if you made it a sprite-only block. (Although what I suspect they were asking about is mushrooms coming out of blocks.)

It's worth noting, though, that we're all discussing an eight-year-old question from page 1. #tb{''}


 
I want this sprite to use SP3 instead of SP4. How can I do this?
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