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Ask anything about SMW Hacking - 2019 Edition

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There's another way: you have to, adding to the hijack you did (only $0093C6, though, do not edit $0093C7 as it's the next opcode!), hijacking $00940F so the timer decrease is slowed down. Like this:

Code
org $0093C6
	db $80 ; new timer value ($1DF5)
org $00940F
	autoclean JML MainHijack
	NOP

MainHijack:
	LDA $13
	AND #$03 ; Can be $01,$03,$07,$0F
		 ; ,$1F,$3F,$7F
	BNE +
	DEC $1DF5
+	LDA $1DF5 ; Necessary because of the branch
	BNE Return
	JML $009414
Return:
	JML $00941A
	






Dream team (feed them, please):






Originally posted by Major Flare
There's another way: you have to, adding to the hijack you did (only $0093C6, though, do not edit $0093C7 as it's the next opcode!), hijacking $00940F so the timer decrease is slowed down. Like this:


I have to admit I'm more than a little lost. I tried applying this as an ASM patch but got the error message:
Quote
timer.asm:4: error: (E5136): Don't autoclean a label at the end of a freespace b
lock, you'll remove some stuff you're not supposed to remove. [autoclean JML Mai
nHijack]


I tried removing the autoclean phrase and the patch applied but now no matter what I change, it never gets past the Nintendo Presents screen #ab{o_O}
That's because Major forgot an important piece of command: freecode/freedata. Revert the ROM before you patched (Unpatcher might help you) and use this corrected code:
Originally posted by Major Flare but corrected
Code
org $0093C6
	db $80 ; new timer value ($1DF5)
org $00940F
	autoclean JML MainHijack
	NOP

freedata

MainHijack:
	LDA $13
	AND #$03 ; Can be $01,$03,$07,$0F
		 ; ,$1F,$3F,$7F
	BNE +
	DEC $1DF5
+	LDA $1DF5 ; Necessary because of the branch
	BNE Return
	JML $009414
Return:
	JML $00941A
	
Fantastic! It did just what I needed it to when I fine tuned the settings.

I am immensely grateful to you both! Thank you so much
There's a feature in my hack where you can get a Growing Vine in your item box and use it wherever.
I enjoy that as a way of tucking away secrets someplace real high, but it has an unfortunate consequence of eating up certain elements like teleporters or water tiles.

How could I go about correcting this?


Other Submissions of mine!
I've just started using lunar magic and for some reason when I put a Yoshi in my level it looks normal in lm but when I play the game it looks messed up. (Like two bottom halfs put together) can anyone explain what I'm doing wrong?
Originally posted by TimYungIll
I've just started using lunar magic and for some reason when I put a Yoshi in my level it looks normal in lm but when I play the game it looks messed up. (Like two bottom halfs put together) can anyone explain what I'm doing wrong?

idk what your level looks like, but it sounds like another dynamic sprite using the same slots as yoshi, such as a baby yoshi or a lava bubble. avoid using them together if im right
~<3
Hi

On OW when I go from a level to an other, when Mario lands on a spot, his graphics glitch for one frame.
Also, when just when I arrive on the OW, a couple of graphics glitch for on frame.
I'm on Star World OW.

With those (pretty vague, that's true) indications, do you have any idea what could do this?
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
It sounds like sprite conflict. Did you add any new sprites to the OW when you noticed the bug? TBH I'm a noob too so I would ask someone who is a good modder first!
Hi! can anyone help me set up a checkpoint it doesn't seem to work. Please help.
Need help with the feather power-up in the item reserve box. I don't want it to give the player any points when the player presses select and gets the feather but I still want any feathers and any other power-ups not in the item reserve box to still give the player points.

Basically no power-ups from the reserve box give the player points upon touching them, only reserve box power-ups are effected. Can someone help me out?
Layout by RanAS, modified by yours truly.

I'm not sure where to write this, but here goes. I'm new to rom hack and am wondering what I need to download to play these hacks. I have the snes9x-x64 emulator downloaded, does this work to play the rom hacks or do I need something else? I originally downloaded it to play classic games, but I've seen some youtubers play these SMW hacks and wanted to try it myself. Thanks for the feedback.
Originally posted by Mogu94
Need help with the feather power-up in the item reserve box. I don't want it to give the player any points when the player presses select and gets the feather but I still want any feathers and any other power-ups not in the item reserve box to still give the player points.

Basically no power-ups from the reserve box give the player points upon touching them, only reserve box power-ups are effected. Can someone help me out?

Best way should be using this custom sprite for the normal feathers scattered on your levels (you can use MFG's custom question blocks for this) and then find an hex edit which would disable obtaining points from vanilla feather (I will try to search through the smw dissasembly but it shouldn't be that hard).

Originally posted by Khellos
I'm not sure where to write this, but here goes. I'm new to rom hack and am wondering what I need to download to play these hacks. I have the snes9x-x64 emulator downloaded, does this work to play the rom hacks or do I need something else? I originally downloaded it to play classic games, but I've seen some youtubers play these SMW hacks and wanted to try it myself. Thanks for the feedback.


If you already have a clean SMW ROM, download the hack you want to play from our section of SMW Hacks and use FLIPS to patch the BPS patch we host onto the clean ROM.

Originally posted by AXPgain
Hi! can anyone help me set up a checkpoint it doesn't seem to work. Please help.


Could you elaborate a little bit? What are you doing in order to insert the checkpoint? In principle you you only have to insert it through the "add object" window of LM (#lm{objects}).
Hi

I have a sub-level where, sometimes, when I get in it, enemies just go through walls. Not always, just sometimes. At first I thought it was some issues with map16 act as, resetting or something, but it doesn't look like it.
I have never seen that ever before. This level has nothing really special about it (at least not something obvious). No UberASM. Level mode 00 and sprite memory 10, like 99% of my levels.
The sprites are all disassembly, but I don't think it changes anything.
I had some dirt tile (as decoration) where the sprites spawn, so I thought that was the problem, but I deleted them and got the issue.
Mario has an horizontal pipe exit entrance, but I don't see why it would cause an issue.

Have you ever seen that, and have a fix or an idea for a 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
I'm trying to make some new blocks from scratch (death blocks for kaizo hacks and such), and it's been a while since I tinkered with external graphics. The last time I did that, I copied-pasted the blocks into somewhere in the internal graphics, and that's not good.

Where would I find the graphics after inserting them, so I can set them into blocks?
Sponsored by your local carniceria


I'm assuming you know at least about the Graphics and ExGraphics folders. When you put a graphics file into the ExGraphics folder, you can insert it to the ROM with #lm{insexgfx}. After that, you can set the ExGFX file into a level by opening #lm{sgfxby} and changing one of the slots to the file number you picked for the file (if it correctly inserted, it should not say "not inserted" next to the file number).

Once that file is set, you should be able to find the tile in the 8x8 editor (#lm{8x}) under the respective slot. The first page of graphics is FG1/FG2, then BG1/FG3, then BG2/BG3, etc.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Is there a way to fix the spin jump sound effect when playing certain custom songs?
Hi, I'm very new to rom hacks. Does anyone know if there's a way to change a .bps to .ips on mobile? (Using only mobile)

I have Snes9xEX+ for an emulator, and have Unipatcher to patch most hacks. I'm wanting to put SMW Jump 1/2 on my phone to play but it's a .bps file, and Unipatcher doesn't patch .bps files.

Any help would be much appreciated. Thanks.
Originally posted by Jim85
Hi, I'm very new to rom hacks. Does anyone know if there's a way to change a .bps to .ips on mobile? (Using only mobile)

Not to my knowledge, but if what you want is to apply BPS patches on mobile, there's an online tool that can do that.


 
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