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Ask anything about SMW Hacking - 2019 Edition

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Oooh okay. Sorry for being a noob lol. Thanks for the help guys
You don't need to post twice in a couple hours, that only tells you that you're... definitively waiting for an answer but always reposting the same answer doesn't mean you get any answer more quickly.

Edit: Added link, reworded.
Sorry I didnt know that there is a "Ask anything" Thread. Just found out and think I get more ppl to read it here :(
Several dumb questions:

Is there a Vanilla way to make the jumping dolphins start jumping from left to right?

Also, is there a trick to time the dolphins? Most of the time when I place them--even if they're on the same screen--they don't jump at the same times.

Finally, does layer 3 just not move when you embed the "advanced bypass". I moved the water up and the usual water animation doesn't happen.
Originally posted by BrownBuddy
Also, is there a trick to time the dolphins? Most of the time when I place them--even if they're on the same screen--they don't jump at the same times.

The most sensible solution is to place the dolphins in the same position but a few feet away from each other. Don't think there's any other vanilla way of doing this.
Dolphins are weird sprites.
Windowless ride, feeling alive
Are you alive or just breathing?
Why is the SM64 disassembly legal but the SMW disassembly is not?


Originally posted by P-Tux7
Why is the SM64 disassembly legal but the SMW disassembly is not?

The SMW disassembly is just as legal as the SM64 disassembly. The problem is whether disassemblies are legal at all is a massive gray area, one we really don't have a precedent for. On one hand, disassemblies are obtained through legal means (i.e. not stolen from Nintendo's actual offices, nor made using Nintendo's proprietary toolsets). On the other hand, they can technically be assembled into copies of the original game, which would be a violation of copyright laws.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Is there a patch to make it so when you spawn a flower/cape from a question block, then lose your mushroom and take the flower/cape, you only get big?
I think it's like that in SMB3 if my memory serves me well. In SMW you can hit the block and spawn the flower/cape, then lose the mushroom and actually get fire/flight from the flower/cape.
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
Is it possible to modify the amount of tiles that this sprite uses. Currently, its only 16x16 can I move it up to the 16x32(right?) dimensions of normal SMW dolphins?

This is the GetdrawInfo
%GetDrawInfo()
LDA !157C,x
STA $02
REP #$20
LDA $00
STA $0300|!Base2,y
SEP #$20
LDA $14
LSR #3
AND #$01
TAX
LDA Tilemap,x
STA $0302|!Base2,y
LDX $02
LDA Props,x
LDX $15E9|!Base2
ORA !15F6,x
ORA $64
STA $0303|!Base2,y
LDY #$02
TDC
JSL $01B7B3
RTS


I know there is supposed to be an address that handles this easily but I can't find it with all the shorthand in the code. Would it just be better to try and write my own?


It's not quite a simple address change, you have to edit the routine to actually write multiple tiles.



Then find the "Tilemap" table, duplicate that and call it "Tilemap2", then edit the tile numbers there; those will be the lower tile of the sprite.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Actually, I was trying to use the behavior of the dolphin jumping left to right. So, the graphic would be wide rather than tall. I was able to achieve this partially on my own. I added a tilemap3. But I still have some problems.

The "tail" part grabs tiles too far and shows the tiles of other sprites. Also, when jumping to from right to left, as dolphins do, the tiles just flip rather than change order.

Here's my attempt at modifying the code:
Code
%GetDrawInfo()
	LDA !157C,x
	STA $02
	REP #$20
	LDA $00
	STA $0300|!Base2,y
	CLC
	ADC #$010			; put the second tile 16 pixels below the first
	STA $0304|!Base2,y
	CLC
	ADC #$000A
	STA $0308|!Base2,y
	SEP #$20
	LDA $14
	LSR #3
	AND #$01
	TAX
	LDA Tilemap,x
	STA $0302|!Base2,y
	LDA Tilemap2,x
	STA $0306|!Base2,y
	LDA Tilemap3,x
	STA $030A|!Base2,y
	LDX $02
	LDA Props,x
	LDX $15E9|!Base2
	ORA !15F6,x
	ORA $64
	STA $0303|!Base2,y
	STA $0307|!Base2,y
	STA $030B|!Base2,y
	LDY #$02
	LDA #$02
	JSL $01B7B3
	RTS


Here's a visual: https://imgur.com/gallery/UVHgLIH

Is there an address that completely flips tile order? And Would I need to change the "LDA" address that dictates how much tiles each piece of the sprite loads? Also would it have just been easier to write a damage routine in the dolphin disassembly?


In regards to the extra tiles being grabbed, the solution is to just overlap parts of the sprite; as long as the tiles are properly spaced apart, you won't notice the overlap, like this:



The tile outlined in green is tile 2, while the tile outlined in purple is tile 3.

As for handling the issue about the tiles flipping but not the offsets, you'll have to modify the offset value between writing to $0300/$0304/$0308 to pull from tables indexed by direction rather than just being hardcoded values (similar to what the code does with the property tables later on). Like this:

Code
	LDA $02
	ASL	; multiply by 2 for 16-bit tables
	TAX
	LDA $00
	STA $0300|!Base2,y
	CLC
	ADC XOffs1,x
	STA $0304|!Base2,y
	CLC
	ADC XOffs2,x
	STA $0308|!Base2,y
	; ...rest of code

XOffs1:
	dw $0010,$00F0	; second value has offset inverted from first value to offset the tile in the opposite direction

XOffs2:
	dw $000A,$00A6


Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Wondering if someone could help me. I'm pretty new to lunar magic, but I've been reading the the tutorials that are available. I'm trying to get this https://www.smwcentral.net/?p=section&a=details&id=22749 to work. To test it out I started with a fresh rom, applied the SA-1 patch, expanded the rom to 8mb. Then I used GPS to modify the rom, using the provided list.txt file. I can import the provided map16 file. It works, in that the desired block behavior is now accessible in map-16. I also put the provided ExGFX file in the ExGFX folder (renaming it to ExGFX80). The problem is that when I try to load the provided example level I get an error that says "Graphics file not found in ROM! ExAnimated GFX File 0x8D" but I didn't find any file named that in the zip. Not sure what to do at this point, any advice would be really appreciated.
The sample level is configured by default to use the ExGFX8D.
To change this, open "Super GFX Bypass" #lm{sgfxby} and change slot AN2 to the ExGFX file you want.
I suggest you read this tutorial about ExGFX.
Does this patch https://www.smwcentral.net/?p=section&a=details&id=4348 give anyone else trouble? I tried using it for the disassembly mushroom scale platforms to spawn custom graphics. It worked but, for me, it seems to mess with the other sprites that use $7E009C. The growing vine spawns vines and slopes for some reason and custom blocks that disappear and become passable remain solid. I know it's an xkas patch. Does that mean anything?

Is there a way to fix this or was this a trade-off for this code?


Don't know if that patch is still usable given its age (several changes have been made to the Map16 tile generation that may have caused it to have issues), and I wouldn't recommend it anyway as there are alternatives now to handle what it was originally created to do.

In this case, there's couple changes you have to make:

1) Remove

2) Find the "JSL $00BEB0" line and change it to

3) Find the Scale_SMW and Scale_SMB tables and change them like
Change those values then to the Map16 tiles you want to have generated.

(note: untested so there mayyyy be some issues that need to be fixed with it still)

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Where is LM internal Emulator by Alcaro? and thank you.
Filler
Here
It's easily the best thing I've done
So why the empty numb?
Is there no way to have the proper sound effect when hitting this block with a shell?
Originally posted by DasFueller
Is there no way to have the proper sound effect when hitting this block with a shell?

Originally posted by the block's description
Secondly, because of smw on/off sound effect was produce by the bounce sprite (not the block itself), hitting this switch with a kicked sprite (shell) on the side will not produce a sound effect.

Not without a sound queue (which requires a rewrite of the sound engine including the way how sound effects are stored, not worth the effort as for now).
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