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LevelNames v2.1

SMW Patches → LevelNames v2.1

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Comments (13)

 K.T.B. Link
Originally posted by NopeContest
Even if the effects of another custom patch are not being used in level, it doesn't mean it isn't doing something to affect the RAM addresses this patch uses. Check between the patches you currently are using and see if any of them use the same addresses.

I just did a few more tests, including porting to a new ROM and applying the LevelNames patch each step of the way to see where it starts breaking. The glitches start before I even apply any other ASM at all. Specifically, right after I insert the levels. The only other things in the ROM at this stage are Graphics/ExGraphics and a map16 file. The ROM is also expanded to 4 MB.
 K.T.B. Link
I'm having a problem with the patch. Inserting it causes message boxes to graphically glitch out for a second (during the animation where they expand after you hit the boxes). I know that the LevelNames patch is causing this because it doesn't happen before applying this patch. I don't think it's conflicting with other ASM I have either, because this even happens in levels without any other custom patches/sprites/blocks.

Am I doing something wrong?
 NopeContest Link
Even if the effects of another custom patch are not being used in level, it doesn't mean it isn't doing something to affect the RAM addresses this patch uses. Check between the patches you currently are using and see if any of them use the same addresses.
 Kevin Link
If inserting this code makes your hack crash, it probably means you're using UberASMTool: the LevelNum patch included here is not the standard one (uses JSL instead of JSR) and it will conflict with UberASMTool's LevelNum patch. To fix it, just remove these lines:
Code
org $05D8B9
	autoclean JSL LevelNum		; levelnum.ips, now in asm form
 K.T.B. Link
Question about this: If I use UberASM, but not necessarily UberASMTool, should I still make this change?

Also, if I haven't used any kind of UberASM on my hack yet, and I'm not sure whether or not I will, should I keep or remove those lines?
 Kevin Link
I'm fairly sure it will crash when using the UberASM patch too, so you should remove it anyway. I suggest using the tool though.
deathenphetamine Link
Originally posted by Xonic Craft
Oigan soy nuevo en esto me podrian decir como puedo agregar archivos .asm a mi juego smw
Prachando el .asm con asar en el Rom...
(jaja que hace alguien que habla en español aquí?)
Xonic Craft Link
Oigan soy nuevo en esto me podrian decir como puedo agregar archivos .asm a mi juego smw
Misterfan2000 Link
Tested with my ROM (who has various patches, one of them the PowerUps 3.3.3) ,in a Vanilla ROM with the PowerUps 3.3.3, and it crashes

I tested it in a Vanilla ROM and it works

Any solution?
 Blind Devil Link
Tested with Asar v1.71, SNES9x v1.58, in both normal and SA-1 ROMs.

It works as intended, but I've changed the RAM flag used for manual text updating to outside the text table so you can properly write a zero inside it.
AuraDee Link
Updated for Asar, and added SA-1 compatibility. Merged levelnum.ips into the patch, and reformatted the text table for easier accessibility and editing as well.
ModernKiwi From older version: LevelNames v2.1 Link
Someone needs to convert this to ASAR ASAP!
Green Jerry From older version: LevelNames v2.1 Link
This patch is a reference to Super Mario Bros. Deluxe by peter_ac