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Ask anything about SMW Hacking [V.2.0]

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Originally posted by mariofan1000
How do I use the Iggy and Larry editor? I can't open the rom.

EDIT: Cool, 100th page.

If your meaning the Iggy/Larry Battle Platformer Editor by Smallhacker then your rom must be in the directory of it. if your meaning actually editing it through LM then you really cant cause there in Mode 7 and you will get a garbled BG and the sprite if you try to look through it. except for if you know ASM alot then you could edit Iggy and the other bosses


Hacks I Support:


Originally posted by Fourpify
Originally posted by mariofan1000
How do I use the Iggy and Larry editor? I can't open the rom.

EDIT: Cool, 100th page.

If your meaning the Iggy/Larry Battle Platformer Editor by Smallhacker then your rom must be in the directory of it. if your meaning actually editing it through LM then you really cant cause there in Mode 7 and you will get a garbled BG and the sprite if you try to look through it. except for if you know ASM alot then you could edit Iggy and the other bosses


There are a few basic things you can do with hex editing as well, such as changing the sprite they spawn (if you make them throw a fire spitting piranha plant, the plant spews two giant fireballs :P)

Anyways a question:

I inserted a level end block, and edited the asm to not play any level end music. It works fine, but makes the overworld not have music when you exit the level. Is there an easy way to fix this?
Originally posted by CheeseofDoom
I inserted a level end block, and edited the asm to not play any level end music. It works fine, but makes the overworld not have music when you exit the level. Is there an easy way to fix this?


I searched through the rom map and I found this address, it might help you with your problem that you are having. Use a hex editing program to change this address.

Originally posted by ROM Map
2102E|$04:8E2E|1 byte|Music|Change to 80 to fix the glitch that occurs when Mario defeats one of the Koopalings and the music on the Overworld "disappears". Also applies for Custom Music.

Send me a PM! | Click for my hack! March 25 2015 Update is here! | SteamID | Layout made by JackTheSpades
Is there anyway (without hex) to make the Big Boo boss keep the damage applied to him when going through a pipe?
I doubt it's possible without hex, but maybe altering the RAM Address used for his HP to one that saves between levels might work though (one like $60 should work).
I was making a pipe exit in my level, and I've been trying to get the second part to go back to the same level, and I still haven't been able to achieve it. I don't know what I'm doing wrong, and I've looked at tutorials and stuff and still nothing. Now it kills me every time I go into the first pipe. What should I do?

EDIT: I fixed it so it doesn't kill me anymore, but the secend level pipe takes me to an endless bonus game. :\
Originally posted by Zone355
Originally posted by CheeseofDoom
I inserted a level end block, and edited the asm to not play any level end music. It works fine, but makes the overworld not have music when you exit the level. Is there an easy way to fix this?


I searched through the rom map and I found this address, it might help you with your problem that you are having. Use a hex editing program to change this address.

Originally posted by ROM Map
2102E|$04:8E2E|1 byte|Music|Change to 80 to fix the glitch that occurs when Mario defeats one of the Koopalings and the music on the Overworld "disappears". Also applies for Custom Music.


Thank you very much, did exactly what I needed it to.
After snooping around the forums, I came across this code. When I put it into Notepad, however, it is all smashed into one line. Could someone please tell me how to separate this block of code into a working .txt file? (Which will then be converted to an .asm file, of course)

Oh yeah, and how do I close tag (div)?

Code
JMP lolo : JMP lolo : JMP lolo : JMP lol : JMP lol : JMP lol : JMP Return !LEVEL = $01 ; Level to display message from !MESSAGE = $02 ; Message number lolo: LDA $15 ; Controller data AND #$08 ; If up button is down BNE Start ; Goto Start RTL ; Else return Start: LDA #!LEVEL ; Choose level STA $13BF ; Store to $13BF LDA #!MESSAGE ; Choose message STA $1426 ; Store to $1426 lol: Return: RTL ; Return

Edit: My postcount went up by 1!
I didn't find any [/ code] in your post (remove the space).

Here you go:

Code
!LEVEL = $01 ; Level to display message from 
!MESSAGE = $02 ; Message number 

JMP lolo : JMP lolo : JMP lolo : JMP lol : JMP lol : JMP lol : JMP Return 

lolo: 
LDA $15 ; Controller data 
AND #$08 ; If up button is down 
BNE Start ; Goto Start 
RTL ; Else return

Start: 
LDA #!LEVEL ; Choose level 
STA $13BF ; Store to $13BF 
LDA #!MESSAGE ; Choose message 
STA $1426 ; Store to $1426 lol: 
Return: 
lol:
RTL ; Return


I didn't find any lol label already there, so I added it just after Return.
Well, thanks. But what I meant was where should all the lines be and stuff like that. To put it this way:

Should it look like this?

!LEVEL = $01 ; Level to display message from
!MESSAGE = $02 ; Message number

JMP lolo : JMP lolo : JMP lolo : JMP lol : JMP lol : JMP lol : JMP Return

lolo:
LDA $15 ; Controller data
AND #$08 ; If up button is down BNE Start ; Goto Start
RTL ; Else return Start:
LDA #!LEVEL ; Choose level STA $13BF ; Store to $13BF
LDA #!MESSAGE ; Choose message STA $1426 ; Store to $1426

lol:
Return:

lol:
RTL ; Return

Tag (span) was not closed.
Edit: My postcount went up by 1!
Few problems with it:

1. RTL ; Else return Start:

Make the "Start:" be on a new line since it's a label.

2. Place the "STA $13BF" and "STA $1426" on new lines.

3.Lastly, the last lol: is redundant.

You can use colons if you want to use more than one opcode in one line though, like this:

LDA #!MESSAGE : STA $1426

They're used like that in the JMPs in BTSD.

The 50 Coin Barrier Block doesn't work very well with the 6-digit Coin Counter Patch.

It only lets me through if I the last two digits are above 50. It also doesn't subtract any coins. Help?

It's using RAM no longer used by the 2 digit coin counter. To make it work, replace all instances of 0DBF in the file with 0F34.

Edit - Not sure if this will work if you have more than 255 coins though..

Originally posted by Iceguy
It's using RAM no longer used by the 2 digit coin counter. To make it work, replace all instances of 0DBF in the file with 0F34.

Edit - Not sure if this will work if you have more than 255 coins though..

No, it doesn't. Isn't a big problem, though. I guess I could make the Toad who owns the barrier be like ''Dude I don't have change for more than 255 coins'' or something

Ive seen in toher hacks levels were the BG flashes like a lighting effect, how do you get it to work on or a level or is it more complicated than that.

(Like the Bowser battle with lighting)
Insert the lightning generator, lightning.asm that comes with SpriteTool.

World Community Grid: Thread | Team
 
or you can download this one which dosent overwrite Palette 0 since Ghettoyouth's does overwrite palette 0

Edit: Level Up


Hacks I Support:


Can you insert two ExGFX into a rom?


I Own Number443019MillionNumbers.com


Funniest thing I have ever seen on the IRC:

*** Adam is now known as Theythoughtmydickwasahotdog
01:28 Pikachu32 Where's a torrent of water when you need one....
01:28 AngrySun <fgt>
01:28 Narutojon1 wtf adam
01:28 Theythoughtmydickwasahotdog Th girls did
01:28 AngrySun </fgt>
01:28 *** Theythoughtmydickwasahotdog is now known as Adam.

Yes, you can. I answered this question before in this thread. Not too long ago, either.
I know this question is a bit silly, so I didn't bother making a thread:

Where is the '3 UP' Graphics and in which GFX?
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