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Ask anything about SMW Hacking! (Generic version)

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No block like that is in the block section (unless I overlooked it). However, someone did make it.

Also:

$7E:1F17: OW X position of Mario
$7E:1F19: OW Y position of Mario

Both addresses are two bytes, use LDAs and STAs to change the values.
Your layout has been removed.
Originally posted by pieguy1372
No block like that is in the block section (unless I overlooked it).

Wut.
Here's one that's bugged me for ages.

Originally posted by Tip at the top of the page
Only use a few different kinds of enemies per level.


WHY is this a good thing to do? I hardly think so... The more species of enemies you have in a level, the more creative you can be with them. Someone explain this to me before I strangle a kitten!
It's me!!

High on life is the best high.

Originally posted by Schwa
Here's one that's bugged me for ages.

Originally posted by Tip at the top of the page
Only use a few different kinds of enemies per level.


WHY is this a good thing to do? I hardly think so... The more species of enemies you have in a level, the more creative you can be with them. Someone explain this to me before I strangle a kitten!


The only thing I can think of is that it makes things more organized, and you can leave the other enemies for other levels. Plus it makes things more coherent and less random, I suppose.

I don't think it's the best hint in the world, but hey, it makes a little sense.
I'm part of the Testers for Hire thread, so if you'd like something play tested, no matter what it is, PM me, and I'll give you honest feedback. Anything else is in my profile.

Support the SMWiki!
Originally posted by Farm Fresh


The only thing I can think of is that it makes things more organized, and you can leave the other enemies for other levels. Plus it makes things more coherent and less random, I suppose.

I don't think it's the best hint in the world, but hey, it makes a little sense.


I think it has to do with sprite memory. Like if you have the reappearing ghosts and the big boo on the same screen, mario disappears. This is bad.
How do you change (musical) txt's to SPC's?
It's not even close to Halloween, and already Christmas Sales are starting early!
Originally posted by scratch799
How do you change (musical) txt's to SPC's?


You can't change those into SPCs. Instead, you need to dump them from the ROM itself. You can do this by pushing F1 in ZSNES and select Save SPC Data.
Does it export the whole songlist or only the song that was playing during the level?
It's not even close to Halloween, and already Christmas Sales are starting early!
It only exports the song that it is playing during the level.
How do I get all of my Map16 data from one ROM to another?

@Schwa
If you use many different elements near the beginning of your hack, you won't have anything left for later. Besides, it helps to make a level theme consistent. This is a personal preference, but I rarely use Koopas and Goombas in the same level. Would you rather have some levels with Goombas and some with Koopas, or every level have Goombas and Koopas? (this isn't a question)
I'm having an issue with the Bomb Bro. - when he is holding a Bob-Omb, getting ready to throw it, the Bob-Omb is referencing Palette 9. When it is thrown, it uses Palette B (its normal palette). How can I make it so that the Bob-Omb uses Palette B when it is still being held?

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Find this part of the code:

Originally posted by Bomb Bro code
LDA #$03
;CPX #$00
;BEQ NO_FLIP_HAMMER
ORA #$40
NO_FLIP_HAMMER ORA $64 ; | put in level properties
STA $0303,y ; / store tile properties

PLX
INY ; | increase index to sprite tile map ($300)...
INY ; | ...we wrote 1 16x16 tile...
INY ; | ...sprite OAM is 8x8...
INY ; | ...so increment 4 times

Change the LDA #$03 at the very beginning of this code, to LDA #$07. That should do the trick. If it doesn't, let me know. :)
It's me!!

High on life is the best high.
Originally posted by Schwa
That should do the trick. If it doesn't, let me know. :)


That worked perfectly! Thanks! I wonder why that wasn't set that way to start with?

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
It worked?

...VICTORY!!

256 Exp. Points gained! LEVEL UP!

....

...Sorry, I couldn't resist... XD
It's me!!

High on life is the best high.
@Schwa, lol!

----------------------------------------------------------------------

So, is it dangerous if Spritetool says for the first sprite:
CANNOT LOAD VDM IPX/SPX SUPPORT
?

What does it mean?
It's not even close to Halloween, and already Christmas Sales are starting early!
Originally posted by andy_k_250
Originally posted by Schwa
That should do the trick. If it doesn't, let me know. :)


That worked perfectly! Thanks! I wonder why that wasn't set that way to start with?

Reminds me of how Para-bombs use Palette A by default. o_O
How do i edit level dots in the layer 2 event editor mode in the overworld?
<offtopic>Schwa, what happened to your layout? Try using Photobucket instead. :S</offtopic>

Anyway, first, select the Layer 1 editing mode. Then, select the tile you want to edit, and then, click on the button with a yellow dot on it. In that menu, you can edit the level that tile uses and what events it activates.
Your layout has been removed.
Guess this would be my first post.

Is there any way for Magikoopa's sprite (SP4=3) and sumo bros.' fire lightning (SP4=9) to be in the same level without one looking glitchy? Or are custom sprites needed?
Wait, what's wrong with my layout?? O_o

(to hexfire) If the Magikoopa and the Sumo Bro lightning are at the same position as each-other on their respective tilemaps, you're boned. Otherwise you can make a copy of one of those graphics banks, make it into ExGfx, and replace one with the other. Just don't replace them on their original graphics files by mistake... @_@

Edit: Oh. THAT'S what's wrong with my layout. o________o
It's me!!

High on life is the best high.
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