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3 questions

Okay:

1. How do you make something use pallettes 8-F on BG2/3 for exgfx?

2. If you die in a level with no time, it says "Time Up!", how can this be removed?

3. I am using the "5 coins to pass" Block. I changed the value for the coins in the .ASM file from #$05 to #$0A so the block could take away ten coins instead, but it doesn't work. It still takes away only 5 coins. What did i do wrong?
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In the lunar magic toolbars, theres a Mario head. click that and where it says time, open the drop menu and click 000. Now you will have unlimited time. Just fo that level, and for other levels if you want.
2. Install this patch.
3. Did you change both values and used .asm block?
Originally posted by deedeedeechu
In the lunar magic toolbars, theres a Mario head. click that and where it says time, open the drop menu and click 000. Now you will have unlimited time. Just fo that level, and for other levels if you want.

thats not what he's asking. anyway there's a patch that fixes that.
for the first question, I believe it's impossible for objects to use sprite palletes and vice versa, and for your third question, are you sure you changed the right thing? because, if I'm not mistaking, the numbers should be in hex, hex going from 0 to A to F, you know? maybe you didn't do it correctly. and it's for regular coins and not yoshi ones, right?

@ramp202 see This thread...


Tower of Disarray

5/?? levels done
-HAHA Oh jeez-
An 'A' press is an 'A' press




Hella neat layout by Erik557
Originally posted by Ramp202
1. You can't if the BG is 4BPP. but you can if it's 8BPP

2. Alway's check the Patch Section before you ask that question since there's always been a patch for it

3. you have to change both the CMP #$xx & SBC #$xx


I should have looked in the patches section.#w{O.O} But i cant get FreeSpaceLogger to work at all. It wont even open. I just get an error message.

How would i set the BG to 8bpp?

And for the .ASM, i had both of those values #$0A, but it still reduces 5 coins.#w{x(}
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Originally posted by Ramp202
FakeEdit: real, ultimate POWER!!!


Please read the announcement forum. These fake edits are incredibly pointless and annoying, and thus, not allowed on the forums.
@Atma - yea... i don't really check the Announcements alot, guess i should of payed more attention.
I change my layout every 4-5 months
You have to install .NET Framework to get Free Space Logger to work.
For the block... Do you delete and insert block again? If not, BTSD just doesn't do anything.
Originally posted by Mindless
You have to install .NET Framework to get Free Space Logger to work.
For the block... Do you delete and insert block again? If not, BTSD just doesn't do anything.


I cant find a download for the .NET Framework. And i am using BT, not BTSD. I need the .NET Framework to run BTSD.
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Well... just type "NET Framework" into Google. If you use BT, you have to hex edit the .bin block (change 9th and 19th byte to 0A).
Originally posted by Mindless
Well... just type "NET Framework" into Google.


Yeah, I tried that and didnt get anything.

But editing the .bin did work, so thats solved. I just want to know how i can reset it after mario exits the screen and comes back in the same run of the level. I also still need to know how to change the BG setting to 8bpp. Any Ideas?
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The block uses the ON/OFF switch flag, so you have to place a block that resets it somewhere.

BTW: 30 seconds of searching.
Originally posted by Mindless
The block uses the ON/OFF switch flag, so you have to place a block that resets it somewhere.

BTW: 30 seconds of searching.


A block to reset it?#w{:s}

And the download there didnt work, it just comes up as "Page cannot be displayed".
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Originally posted by enjoirider

A block to reset it?#w{:s}


Yeah, actually very simple one:
Code
JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall

MarioBelow:
MarioAbove:
MarioSide:
STZ $14AF
RTL

SpriteV:
SpriteH:
MarioCape:
MarioFireBall:
RTL

It'll be 9C AF 14 60 in hex. Set Mario Below/Above/Side offsets to 0, rest to -1.

The download... Meh... It seems I can't link to the download page directly. Look on the microsoft.com.
Originally posted by Mindless

Yeah, actually very simple one:
Code
JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall

MarioBelow:
MarioAbove:
MarioSide:
STZ $14AF
RTL

SpriteV:
SpriteH:
MarioCape:
MarioFireBall:
RTL

It'll be 9C AF 14 60 in hex. Set Mario Below/Above/Side offsets to 0, rest to -1.


(accidently deleted)
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I guess using BT and BTSD together is safe, BTSD will just overwrite BT tables (that means you can use only one, though).
IMO BTSD is way easier to use, you don't even have to convert MAP16 to dec. Keep in mind that in BTSD you can use both .asm and .bin blocks.

Quote

...huh?#w{O.O} Im sorry but i didnt understand that, except for the part about setting the mario side/above/below thing, i got that part.

Well, make empty .bin file and copy hex i gave you there. Or, if you plan switching to BTSD paste my code to .asm file.
Originally posted by Mindless

Yeah, actually very simple one:
Code
JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall

MarioBelow:
MarioAbove:
MarioSide:
STZ $14AF
RTL

SpriteV:
SpriteH:
MarioCape:
MarioFireBall:
RTL

It'll be 9C AF 14 60 in hex. Set Mario Below/Above/Side offsets to 0, rest to -1.


I tried the .ASM file and the .BIN file and neither are working. The .BIN file comes up with no errors but just doesnt work. And i couldnt get the .ASM file to work right because i didnt know how to set it up.#w{O.O}
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It seems that I suck at manual asm to hex.

I think you should look in the tutorials section, there is one for BTSD.