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Ask anything about SMW Hacking - 2019 Edition

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@Magmatic That's a slightly more advanced bit of playing with LM. Which I don't remember all the ins and outs of. But to get you started: In LM, click #lm{MARIO69} in the first drop box your gonna want to scroll down to 1E or 1F. If you have the box active but not open you can watch the desctiption below the box as you cycle down to see what each setting does. Your looking for the translucent levels in this case. Then in #lm{props} you're going to want to enable Layer 3, Tileset Specific in this case, it will tell you what the current tileset has for graphics. Then you enable Force above layers (first box), check CGADSUB for transparency. Depending on what you're doing with your graphics you may or may not need to Bypass for Layer 3, and you may or may not twiddle the Tileset which changes your Tileset Specific Layer 3 you'll change it in one of these: #lm{gfxby}#lm{sgfxby}#lm{l3gfxby}. Note that there's certain things that'll have conflicts when you play with level settings (the first thing you changed). A particularly well known example is that standard text boxes conflict with Tides (and I believe a foreground Layer 3 in general?) there is info hiding around in the forum threads somewhere on these things though if you dig through them.
Lunar Magic 3.10 was released and i need to learn how to use the SMB3 warp pipe effect.
I mean, the playing the level that would teleport in a specific location of the overworld.

Is there a tutorial about this?
I want the player to be unable to bring any item with them between levels. I patched it so that you will always become small mario upon entering a new room, but I still need to find a way to remove the item reserve box content too.
I can't remove the box entirely though, because I require the player to do some glitches with it.
Any help appreciated. I am pretty new to SMW hacking and couldn't find anything about this.

Edit: I found a patch that does this randomly. Was supposed to be a fast retry patch but it does this too for some reason #smw{:TUP:}

Here is the link: https://www.smwcentral.net/?p=section&a=details&id=18751
I saw the yoshi coin glow effect added to a normal block in Super Sabor World.
Can this effect be added in LM somehow or would I need to change the color of the block I want to add this to? As far as I understand the game knows to add this effect by the color the coins have in the GFX files?
That would mean I couldn't add the same effect in a different color though, as the effects seems to be unaffected by pallet changes.
So would you need asm at that point?
You can use an exanimated pallet, straight from LM. Although the methods you thought of would also work of course. Not positive since I don't have LM on my phone... But if you go into the MAP16 editor and change the pallet to the Yoshi Coin one I'm pretty sure there's a block that'll have a bit of flash to it, if not a couple. That would probably be the easiest method if so.
please I need help sorry if you have already answered is at some point

But could someone explain how to make scenes like Mario's save the golden mushroom at the beginning of the story?

sorry if this question has been answered

Is it that I find no answer?

#tb{^V^}
-----------------------------
Possibly launching a hack in about 2 months ≧ ◉ᴥ◉ ≦.
Haven't done any cutscenes yet myself (if I'm understanding your question correctly). Seems like all the resources related to making cutscenes are old or only work for specific cutscenes like the title screen. There's LM's built-in tools for that, as well as a tool in the tool section if your not using SA-1 or PIXI, and then there's this, although I'm not sure about any restrictions on that or if it even still works. Someone else might have a better direction to point you hopefully...

Edit: at the very least the old links to tutorials (inside that link) have better/newer counterparts you should read in the main Tutorials section.
Originally posted by Runic_Rain
Haven't done any cutscenes yet myself (if I'm understanding your question correctly). Seems like all the resources related to making cutscenes are old or only work for specific cutscenes like the title screen. There's LM's built-in tools for that, as well as a tool in the tool section if your not using SA-1 or PIXI, and then there's this, although I'm not sure about any restrictions on that or if it even still works. Someone else might have a better direction to point you hopefully...

Edit: at the very least the old links to tutorials (inside that link) have better/newer counterparts you should read in the main Tutorials section.


Actually wilson could use this its rather compilacted to use since it doesn't have a gui to set up the text but i think the readme has all instructions so make sure to read that first
This is my non existent layout I plan on adding one soon.. or never

I have a discord server, feel free to join if you want
Question about the Sprite underwater flag patch.
I installed the patch (didn't change anything) and as I didn't know how to set the flag in a level, I looked in the comments and saw:
Originally posted by RussianMan
Code
init:
INC !Flag
RTL


Use this uberasm code.


So I did that, but uberasm tells me "define 'flag' wasn't found" when I insert it.

So... how do I set the flag in a level?
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 the Sprite underwater flag patch.
I installed the patch (didn't change anything) and as I didn't know how to set the flag in a level, I looked in the comments and saw:
Originally posted by RussianMan
Code
init:
INC !Flag
RTL


Use this uberasm code.


So I did that, but uberasm tells me "define 'flag' wasn't found" when I insert it.

So... how do I set the flag in a level?

You have to define the flag in that asm file, adding the following line before the init label:

Code
!Flag =    $14C7|!addr        ;freeram, must reset on OW.
How should i got about making a cloud world?any cool ideas, i really want it to involve animated exgfx but I dont know what would go into something like that, any ideas?
-------------------------------------------------------
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
I have a custom sprite that I can't jump on (I die) but I can't spin jump on (I get a spin off it, like a classic piranha plant for example).
I would like to just change that when I spin on it, it kills it (like the goomba, or koopa, for example).
In the CFG editor I can change a lot of stuff, but not that. The patch SpinPicker allows to choose between "spin off it" or "dies when spun on", but not "kill by spin".

Is there a simple way? Like a line of code in the ASM to just change?
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 Haithius
How should i got about making a cloud world?any cool ideas, i really want it to involve animated exgfx but I dont know what would go into something like that, any ideas?

You could use this and make a multilayered background, that should kinda fill your need for movement. Better yet you would still have the open slots for ExAnimation.

Example:
Hey, So I'm Fairly New To SMW ROM Hacking, but I know most of the basics.
Exept there's one problem...
I'm rom hacking on a MacBook Pro Because I don't have a PC.
so I'm making a rom hack where I'm trying to alter the fire flower's fireballs to work like the super ball from Super Mario Land.
Anybody know how to do that?
And Also I'm Trying To Use ASAR To Patch Some ASM Patches But It Won't Open. Anybody Know How To Fix This Or Have Any Workarounds?

P.S. I Already Have Wine, But It Sometimes Won't Work With Certain Things.
I scream at everything in fear.
in fear of the reality of the situation I am in.
That situation, you ask?
The situation of having the smallest brain in the multiverse.
I scream at everything because I am dumb.
Hi

I never really used Layer 2 or Layer 3, and I'm trying some stuff.
But the result just isn't good.

I'm using Layer 2 Scroll - Smash Range 11, and the Layer 3 is BG.

See what it does

I looked at level 115 in LM, which uses Layer 2 scroll, and I have the same configuration for the layer 2. Layer 3, honestly, I did as I could, trying to find how to do it myself.

Did I mess up doing the layer 3? Do you have any idea what causes this?

Configuration of different windows
(I also tries "Blank Layer 3", or "Set BG relative to FG only" to 0, amongst others)

PS: this isn't tide, this is just foreground looking like tide
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
That's a weirdness with layer 2 smash. A layer 3 is only graphics which is placed at level load so if anything, it would only affect layer 2 at level load. It's more how SMW handles layer 2 smashers: With the exception of layer 2 smash 3, SMW's layer 2 smashers are screen dependent (which is how it has got multiple smashing effects with only one smash sprite). Outside of the action screens, layer 2 is set to a "default" position with no smooth transition. That's what killed you. The solution is easy: Just leave a buffer area before the action starts.
So by that you mean, put some layer 2 blocks only later in the level?

EDIT: yep, seems to work.
Something I notice though: layer 2 scroll range 11 acts like a smash. The other layer 2 scroll actually scroll, and don't smash. Weird behaviour.

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
In an attempt to fix an issue I addressed in here, I added the custom bounce blocks patch into my hack and am still using these question mark blocks. Despite adding the patch, the block spawning a poison mushroom custom sprite in state 08 still crashes the game. The patch mentioned to edit the freeram in "CustomBounceBlkDefines", but I don't even know where that is.

I feel that I am overlooking something important, but I do not know what.

EDIT: I fixed the issue. I was using question_block_e when I should have been using question_block, the base one. At least I think that was what was wrong.
"There's a law with you: there's like three or four things you always reference. And by default, I assume horses."

—ProtonJon to Chuggaaconroy during a game of Mario Party 4
What hardware do I need to start making a smw hack do I need a snes or a computer or different hardware sorry if this was answered in the faq section I coundnt see it there I know the answer to this question probably seems obvious to most of you but I have zero hacking experience whatsoever
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