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Ask anything about SMW Hacking! (Generic version)

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Originally posted by Supertails
Could anyone answer my question in my other thread?


What was the question?
Taken from my other thread:

I've applied the level names (easier) to my ROM and opened the hex editor, and found offset 98220 (98210 + 10 for level number) but it's just a two digit hex number. The tutorial tells me that I need to change it into the hex version of the letters for the level, but how can I make it longer than one letter if the offset is just a two digit hex number?

It had quite a few views though. 0_o
So, basically, I've made a block that uses just a single RAM address. I want this to turn into the next block in the Map16, what do I need to add in the code (and block tool offsets) so it works well? The code that Learn posted (archive) didn't work. <_<
Would anyone happen to have a bob-omb disassembly? I need to disable said sprite from being carried, kicked or walking, while at the same time, making it standable.
Could someone tell me how to get the transluent water mode stated in the wiki and does it do anything else?
I'm pretty sure the layer 3 water is enabled through layer 3 options >_>

Also, stickied.
Originally posted by Supertails
Taken from my other thread:

I've applied the level names (easier) to my ROM and opened the hex editor, and found offset 98220 (98210 + 10 for level number) but it's just a two digit hex number. The tutorial tells me that I need to change it into the hex version of the letters for the level, but how can I make it longer than one letter if the offset is just a two digit hex number?

It had quite a few views though. 0_o


I think I can help you there.

If level 1 uses x98220 and level 2 uses x98230 then level 1 must use all the 16 bytes between x98220 and x98230 (x98230 not included). So you have 16 letters to use maximum.
I'm a rubberducky in the shape of a 2 ain't life grand!
Looking forward to NSMBWii, SMG2, Pokèmon HG/SS, Mario Forever 4.4 and Gran Turismo 5
Currently playing:
Mario Forever Advance, Mario Kart Wii, TSRPR
What is the process you do in order to make a lava rise level?
Your layout has been removed.
Put the lava on Layer 1, build a vertical level on Layer 2, then use the "Layer 2 Falls" sprite. That should work fine.
How would one go about disabiling the feather that come out of the green ! block and instead make a fire flower come out of it.
Erm, you can have the Green ! block (16A) act like a block that spawns a fire flower, but then it'd spawna mushroom when its small. I'd suggest adding the turn block that always spawns a fire flower (I'm pretty sure Blocktool has it) and have the ! block act like it. You'll have to change the ! block's act like settings for each tilemap though. :/
I want a green block that when hitting the green switch makes it visible and always generates a fire flower.
Yeah, I just explained that to you. -_-
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I'd suggest adding the turn block that always spawns a fire flower (I'm pretty sure Blocktool has it) and have the ! block act like it
Why does this keep happining and how can i fix it...



The background is moved upward when I enter the level resulting in a garbled mess below the normal bottom of the BG.
Your layout has been removed.
I got 2 q's...

1) When I want to input exgrafics into my rom, it always says "Nothing found in /ExGraphics."
Yes I did do the capitalization "ExGraphics"
Yes I did put something in the map.

2) The FAQ around here says to edit the title screen and stuff go to Overworld -> File -> Title screen.. etc. But when I go to Overworld->File that option isn't there.. What to do?

Thanks in advance :)
Originally posted by Kidlink03
Why does this keep happining and how can i fix it...



The background is moved upward when I enter the level resulting in a garbled mess below the normal bottom of the BG.

Change the initial BG setting. Click the button with the door and a 1 on it, and change the initail BG setting.

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1) When I want to input exgrafics into my rom, it always says "Nothing found in /ExGraphics."
Yes I did do the capitalization "ExGraphics"
Yes I did put something in the map.

2) The FAQ around here says to edit the title screen and stuff go to Overworld -> File -> Title screen.. etc. But when I go to Overworld->File that option isn't there.. What to do

1) Make sure your ExGFX files are named ExGFXaa, where aa is a number 80 or higher. Also, make sure the ExGraphics folder is in the same directory as your Rom.

2)Try getting a more recent version of Lunar Magic.
I got some questions:

1. How do I delete those boss defeated sequence thingies? So everytime I destroy a castle they wont show up.
2. How do I skip the intro so it will never show up again? (Oh no Princess kidnapped blah blah and stuff) >_> NEVERMIND!
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
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2)Try getting a more recent version of Lunar Magic.


Wow, thanks! That helped me allot! :D
All kinds of new functions are on it ^^

Edit - Importing FG stuff works now, but I'm having trouble importing things that do NOT have map16 or map16g or both, als importing BG does not work
Anyone know how to animate the title screen?
Not blinking, I mean animation. I'm thinking HDMA, but is there another way?
Originally posted by Cheeseum
Anyone know how to animate the title screen?
Not blinking, I mean animation. I'm thinking HDMA, but is there another way?


Don't record a video, and make the level with Exanimation.
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