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Ask anything about SMW Hacking [V.2.0]

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@MAGUS - Click the Fish button and try out the H & V Scroll combinations. There's a certain one that must be used for any Layer 2 command to work
I change my layout every 4-5 months
can someone help me with this
Code
;;;;;block that is supposed be solid or passable depending on pow (or some other binary flag) for 2 frames;;;;;
JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall
MarioBelow:
MarioAbove:
MarioSide:
SpriteV:
SpriteH:
MarioCape:
MarioFireBall:

LDA $7E14AD		;load pow timer (or some other binary flag)
CMP #$00			;compare it to it's off setting
BEQ SOLID			;if it is off branch to SOLID (change to BNE to invert effect)

PASSABLE:
LDY #$00			;\
LDA #$25			;  requires some subroutine to make the block act like 25 for 1 frame
STA $1693			;/
RTL
SOLID:
LDY #$01			;\
LDA #$30			;  requires some subroutine to make the block act like 130 for 1 frame
STA $1693			;/
RTL

as it is, it does not crash the game but also does not change solidity for mario when he is above it or next to it but oddly the offsets following that work perfectly
I need another hand on my hack,
Which is going REALLY well :]

could you direct me to,
Or show me how to edit the overhead display,
As well as the "Mario or/Luigi" Start screen.

Plz and thank you :]
@Macks2008 - try this instead
Originally posted by code
; Shortened JMP Table
; Make it act like tile 25

JMP Start : JMP Start : JMP Start : JMP Start : JMP Start : JMP Return : JMP Start

Start:
LDA $14AD
BNE Return ; Note: CMP #$00 isn't needed. It compares it with 00 automatically if there's no CMP.
LDA #$30 ;\
STA $1693 ;| Act like tile 130
LDY #$01 ;/

Return:
RTL ; Return

Also, change the BNE to a BEQ if you want it to be solid on pow and passable when no pow
I change my layout every 4-5 months
Originally posted by Engolpingshadow
I need another hand on my hack,
Which is going REALLY well :]

could you direct me to,
Or show me how to edit the overhead display,
As well as the "Mario or/Luigi" Start screen.

Plz and thank you :]

Overhead display? You mean the status bar, don't you? To edit that, use this tool. It is pretty self explanatory, but if you have any questions post here.
(Uh, I'm trying to make a level with rising lava.
Which layer do I use for that and with which settings?
(Right now, I'm using layer 2, but it won't kill me and I don't know how to make it rise...?)


Notreallyedit:
Kay, I found out kinda how to do this. Two more questions.

How do I set the layer 2 scrolling? I don't know where to look
Right now, when I test it (Level mode 08, Layer 2 falls sprite in the right screen) it only shows me the left part of the screen.
Why is this?
Originally posted by Ramp202
@Macks2008 - try this instead
Originally posted by code
; Shortened JMP Table
; Make it act like tile 25

JMP Start : JMP Start : JMP Start : JMP Start : JMP Start : JMP Return : JMP Start

Start:
LDA $14AD
BNE Return ; Note: CMP #$00 isn't needed. It compares it with 00 automatically if there's no CMP.
LDA #$30 ;\
STA $1693 ;| Act like tile 130
LDY #$01 ;/

Return:
RTL ; Return

Also, change the BNE to a BEQ if you want it to be solid on pow and passable when no pow

was it that my JMP table was too long? was that all? or was it that i forgot something else that i remembered this time?
Can the JMP table be so long that a command gets skiped? Why does this raise so many questions?...


anyway... your code worked
EDIT:I tried reversing the branching code and THAT block did nothing for Mario except what was in the Map 16*16 act like setting (it acted like air)
PS
Code
 to get this text block you press the Code button rather than the "Q" button 

Originally posted by macks2008
PS
Code
 to get this text block you press the Code button rather than the "Q" button 


The JMP Tables can be named anything, they just branch to the same thing. Also, i know about the [code] button. It's just for Internet Explorer users since it will stretch the post on there. (Hint: Firefox displays Code tags right, Internet Explorer dosen't)
I change my layout every 4-5 months
can anyone tell me how to change the background color on yychr 0.99? (I already loaded a save state pallette.)
Your layout has been removed.
Well this should be minor.

Anyway, I'm using SSC files to make inserting custom sprites easier, but one of my generators' descriptions isn't appearing. ("isn't", b'c it's 1 generator)

The sprite's # is D5, like generators should have, but the SSC file specifies that sprite D5 should have a description. The # after the first tab from the sprite # is 20, which is for custom sprite descriptions. But when I scroll over the sprite it always says "An undefined custom sprite.".
I did remember to save and close the ROM then reopen it for changes.
Also, it doesn't have the extra bit.
Why isn't it working and how can I fix it? (the "why" part is unecessarily acknowledged, making it lack priority, I just need to know how to fix it)
Oh, well...this is awkward...

I'm making a plains level that I want to have megaspikes in it (the really big gray spikes). I went to the poison mushroom and set the right tileset for castle. I went to look for the sprite (I know its 36) and couldn't find it. Can some one tell me how to get it in the level?
8 Trials Await (2010) lol|
Those are not sprites, but objects.
My YouTube channel
Get the official ASMT resource pack here!

Bringing back an old unsolved problem that's holding back my hack.

I get weird lines in one of my levels. It only happens in the levels with this specific GFX set.



Any help?
@Fuggnutz - It looks like a Tile Overwrited Tile F8 in the 8x8 editor. make sure nothing is overwriting that one tile.
I change my layout every 4-5 months
im bad at animation stuff soo.. is there any way to make the fireflower be one frame instead of two without changing its code? because the GFX im using for it look horrible when its animated like the fireflower
Tile F8 is blank.
Sorry if this is the wrong place. I know I asked this on IRC, but I just wanna be sure. When I switch from Lunar Magic 1.65 to 1.71, do the backgrounds get screwed up? Do I have to remap them?
@reghrhre - as far as i know, when i switched to LM 1.71, the Backgrounds stay and don't have to be rempped. everything else was fine
I change my layout every 4-5 months
Originally posted by FUGGNUTZ
Bringing back an old unsolved problem that's holding back my hack.

I get weird lines in one of my levels. It only happens in the levels with this specific GFX set.



Any help?

What layer are they on?
The scanlines are on Layer 2. Everything else is layer 1.
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