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| Posts by Soul2Limbo |
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What Ice Man said, but when I load the title screen data from the overworld, I completely delete the "Super Mario World" logo and the border because it doesn't look as good.
Then I go to level C7 and use ExGFX for adding a border, the title screen text, and any cool images I want to add to it.
For music, you need to download Transhexlation or whatever it's called, open up your hack, jump to address x018C7, and change the # there to the number of the music you want to play. Check your addmusic folder and see what # is what song. I believe the title screen uses overworld music as well, so don't go above 20 or something.... don't quote me on that limit though.
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I was wondering, say I wanted to host a Mario hack on my web site, but the hack I'm hosting is a ROM file (as opposed to an .ips) Is this illegal? Looking everywhere to find an answer to this but none found
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PC address x93AF is not the same thing as the rom map offset x015B0
a) The "x" in front of the number means it is in hexidecimal format...
b) Don't even bother with the PC address
c) The value/parameter at address x015B0 is in the Yxppccct format, but in hexidecimal
If you jump to offset x015B0 you'll see the number 30, that 30 is a hexidecimal 30 & is 1 byte long, two single hexidecimal digits is 1 byte...
So 30 is a byte.... as is 01, 4A, BE, and any number from 00 to FF
Let's bust open that calculator 
1. Start -> Programs -> Accessories -> Calculator
2. Click on the radio button labeled "Hex"
3. Input the value at offset x015B0, which is 30
4. Click on the radio button labeled "Bin"
Well what's this, the Yxppccct data?
110000
Yxppccct
Since 00 is the first number, the calculator does not display it, but the result should always be a combination of 8 zeroes and ones...
00110000
Yxppccct
But we only care about what's directly above the ccc, so...
000 is ccc, looking back at the link from Boingboingsplat...
000 = palette 0 "What the palette # is currently"
001 = palette 1
010 = palette 2
011 = palette 3
100 = palette 4
101 = palette 5
110 = palette 6
111 = palette 7
If you change the values for ccc in the calculator, and then click on the "Hex" radio button, I believe you'll find that...
30 = palette 0 "What the palette # is currently"
32 = palette 1
34 = palette 2
36 = palette 3
38 = palette 4
3A = palette 5
3C = palette 6
3E = palette 7
FINALLY
In Transhexlation, change that 30 to a 32 or 34 or something to change the palette number of the nintendo presents, save it, run your game...
Changing the actual colors in each of those palettes is a seperate story all togther, but at least each palette gives you different colors to work with.
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| Last edited on 2009-10-02 04:24:24 PM by Soul2Limbo. |
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Extract graphics...
Open up SP3 or ExGFX103.bin with YY-CHR
Switcheroo the boomerang 16x16 tile with the half of the boomerang bro being thrown.
Looks like the tiles have been switched, I could be wrong though.
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| Last edited on 2009-10-02 04:26:42 PM by Soul2Limbo. |
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BlueYoshiMonster, answer these questions>>>
1. What level mode do you have the level set to?
2. Have you already added more to the level above screen exit 09? If so, what #
3. What kind of scroll are you trying to accomplish?
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| Last edited on 2009-10-02 04:28:34 PM by Soul2Limbo. |
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Just from looking at these Dr. Mario frames...
Each frame has between 17 and 18 colors, meaning you have to reduce the colors to 16 or less. Also, you need to edit Mario's palette in LM to reflect the new colors for Dr. Mario... Then make a savestate and open up all.gfx or 32.gfx to view Mario with the doctor palette.
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| Last edited on 2009-06-27 02:58:46 PM by Soul2Limbo. |
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Okay, here are a couple things to make hex editing easier...
1. Open up Translhextion
2. Go to Options -> Preferences (or Ctrl+I)
3. Click in the textbox labelled "Number of bytes per line"
4. Change the number in this box to 1
**Doing this allows to see a byte on each line, so if something is 1 byte.... it's one line, two byte is two lines (byte on each line)
Now jump to offset x054BD...
1. In the ROM map it says that this value is 1 byte, which in hexidecimal looks like the number 30, 3A, 4B, etc.
2. At offset x054BD, you'll find the number A0 I do believe
3. Increase that number to DECREASE Mario's jump height, works in vice versa too. In other words, change that A0 (or whatever is there) to a BC, 40, 5B, or something until you find the height you want
4. This only applies to Mario's jump height if he is STANDING STILL...
5. The ROM map has the other jumping values and their addresses they're located at.
**To explain the ROM map**
a. The number to the far left is a number (in hexidecimal) that is basically a numbered index to the data in the ROM. In Translhextion, throw an "x" in front of the number when jumping to an offset to indicate that it is a hex value.
b. The PC address would be useful if you're writing an external program (such as in Visual Basic, C+, Java or whatever)... and this program needs to edit something in the rom. We can talk about higher level programming later...
c. The other column represents the how many bytes are in the given location of the ROM, don't forget that 1 byte equals two single digits together...
Oh yeah, Hex counts like this...
0
1
2
3
4
5
6
7
8
9
A
B
C
D
E
F
10
11
You get the picture?
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| Last edited on 2009-10-02 04:29:54 PM by Soul2Limbo. |
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Lemme teach you some good old tricks of the trade...
On this web page, If you look to the right navigation window you'll see a link titled "ROM Map".... Click on it....
All of the identified data in the Super Mario World rom is located in this link.
To find what you are looking for use
CTRL+F
That's right
CTRL+F
1. A box should pop up near the bottom of your browser
2. Type in the words "jump height"
3. Click on Next until you find the description for what you are trying to change.
4. The value in the far left column is the hex address... all jump values should be 1 byte
From now on, any physics or properties or values in the game you should be able to find in the ROM Map. Once there, utilize that CTRL+F to find what you are looking for.
Hope this helps!
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| Last edited on 2009-10-02 04:31:12 PM by Soul2Limbo. |
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Okay, the echo effect that one hears in SMW cave levels is starting to become a problem. For example, one of my levels is a castle, it goes fine until two areas later and the sound effects start to echo! I have tried EVERYTHING to get rid of the echo effect but it won't go away. At the end of another level I made the sound effects are fine until the player runs into one of those swoopy bat enemies from the cave level, and then everything starts to echo...
However, some levels echo without ANY cave elements in them whatsoever. One level that was echo-ing, I changed the index of graphics for EVERYTHING to either Normal 1 or Mushroom 1 and still no luck and the freaking thing still echoes.
Has anyone else had this serious of a problem with the gosh darn cave echo effect and if so, how the heck do you fix it????????
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| Last edited on 2009-10-02 04:32:16 PM by Soul2Limbo. |
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Okay, I've been working the past few weeks on trying to change the instruments in the SMW rom, but have had no luck. As a matter of fact, there is NO INFORMATION about selecting instruments for a SNES ROM or anything. I have devoured every piece of information available at romhacking.net, and only one.... ONE document about the SPC700 mentions one thing about selecting an instrument. However, after using a hex editor to change the instrument number at one of the tables at the specified address in the ROM, nothing happened.
From what I understand from reading, a ROM can only have a maximum of 32 selected instruments, but the document does not mention from how many different instruments one can select from or even what the different instruments are.
I don't know if this thread is in the wrong section but it is definitely not a basic SMW topic. If someone could respond to this thread with any knowledge they might have of where the instrument tables in the SMW rom begin (a hex address would be nice) I will go through EVERY line (byte by byte) changing values until I get a change in the SMW instruments. So if anyone has any useful information about this, I would appreciate it because there is NOTHING in the world about SNES instrument selection in any document I could find (even the SPC700 documents have jack info about this).
Oh yeah, I downloaded a tool (forget the name) that supposedly changes the instruments in a SNES ROM, but whenever I use it the ROM becomes completely screwed up, so I'm calling BS on that program.
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| Last edited on 2009-10-02 04:33:57 PM by Soul2Limbo. |
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To learn everything possible in terms of website development...
www.w3schools.com
This site has everything. Go to this site and work through the HTML tutorial. You can code simply by opening up notepad and writing code yourself... make sure to save the file and make certain that the extension is .html or .htm so your computer recognizes it as a HTML document. You can work on the website on your computer (locally).
If you want your website to be accessed from any computer on the internet, then you need to register with a hosting company for webspace to upload your HTML document to their server. Geocities offers free web hosting, but free web hosting usually throws in annoying ads using Javascript into your webpage.
A webpage can be broken down into 3 distinct parts:
1.) Structure = HTML (I recommend learning XHTML to improve browser compatibility)
2.) Presentation = CSS
3.) Behavior = Javascript
All you really need is HTML/XHTML to develop a page, but learning these 3 languages is key to impressive web development. Once you learn these, there are other really nifty languages you can learn to spice up your webpage, but we can talk about that later ;)
When you upload your HTML file/document to a server, a search engine such as Google or Yahoo will eventually index it. It is best to keep the 3 parts of the webpage as separate documents since it will help your page to get indexed faster which enables people to find your site. Crappy webpages that don't separate these 3 layers of a webpage (structure, presentation, behavior) take forever to get indexed and even if they do become indexed, a search engine will return your webpage at the end of the list. Some web sites don't even have CSS or Javascript, they just use pure HTML. Please don't be one of these people. I mean, HTML was the way in the early 90's, but now it's a no no. Also, try to learn XHTML, it basically forces you to use CSS so it's a really good place to start.
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| Last edited on 2009-10-02 04:37:54 PM by Soul2Limbo. |
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I'm not certain about a shortcut to enable custom colors in the pallete of level C7, but you can definitely enable a custom pallete.
1.) Open up LM
2.) Open up Level C7
3.) At the top of the program window go to
Level --> Enable Custom Pallete
4.) Click on the Star at the top of the program and modify whatever color you want to.
5.) When finished, click on "OK"
6.) Save the ROM, and test it out.
It could be possible you edited a pallete that's not used by any object on the title screen/Level C7.
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For your flat ground, make the tile act like tile "100".
You're making it behave like tile "130" right? Well... that is WRONG!
Also, this thread is very freaking useful... I suggest you devour every scrap of information posted here (maybe not all of it since some info posted is useless)
http://www.smwcentral.net/?p=thread&id=13448
Hope this helps you out.
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| Last edited on 2009-02-16 01:26:37 PM by Soul2Limbo. |
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This infamous question...
Yes, there is no question block that ALWAYS contains a mushroom. This is what I did:
1. Go to a blank tile on your 16x16 editor
2. Click on "Edit 16x16 Attributes"
3. Make the tile behave like Tile 16B
4. Tile 1 = 60, Tile 2 = 61, Tile 3 = 62, Tile 4 = 63
5. Hit okay.
You may notice that the right two 8x8 tiles are flipped...
5. Click on the block you're editing again.
6. Left-click on one of the flipped portions of your tile.
7. Go down below to the 8x8 tile and click on Flip X.
8. Right-click the 8x8 tile where it should go on the 16x16 tile (this time it's flipped)
9. Repeat for the other flipped tile.
Hit F9, do what ya like ;)
**Actually, the last 5 steps may not apply to you**
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| Last edited on 2009-03-18 09:23:07 AM by Soul2Limbo. |
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I got really bored of making your everyday happy Mario hack, so I decided to do the exact opposite... make a hack that is completely evil.
In this hack, the entire world has met destruction due to a cataclysmic event that I will not discuss, meaning that all life & existence is dead. How do you make a hack about Mario if he's dead? Well, simple. Mario's soul has to escape from Hell. I know, not a happy thought, but this hack aims to be as entertaining as possible. Only a couple levels are done, but they have content.... and by content I mean every screen in the game contains something fresh & new to keep the player amused. I only plan to have around 12 levels (1 world), so this hack is going to focus on the 'exploration' element. To beat this hack you will have to destroy Death, returning all that has passed away back to life.
~~Features~~
+ Evil storyline
+ ExGFX & custom palettes
+ New sprites programmed by me
+ Sylish music
+ Cryptic level design
+ Fire power is back better than ever!
Originally I planned for this hack to be extremely gory and containing adult-only material, but I wanted to make this playable for everybody, so I've refrained from making it inappropriate. There is a short demo available in the "Hacks" section, so try it out.
If you have any questions or comments feel free to PM me. Also, if there is something you would like to see in this hack, let me know.
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| Last edited on 2009-10-02 09:17:10 AM by Soul2Limbo. |
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I've been waiting to play this hack ever since I heard about it. Normally I frown upon team hacks but this one I'm excited for. Your GFX work is AMAZING. You & your team have done a very nice job arranging the tiles to give the terrain angled and varied slopes. The gameplay video is also good, and I can't wait to get my claws into some excellent level design. Keep this crack up.
One comment, wouldn't Mario and his friends be celebrating if Bowser disappeared? Just a thought, but if Bowser is up to something than it makes sense for Mario to look for him/it.
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Yes!! I've been waiting for someone to take a FF character and throw him/her into Mario. I must say, Kain is an EXCELLENT choice for a character because one of his primary attacks is a Jump (LOL). However, it saddens me to see that there are not any GFX (besides Kain) that are FF2/FF4 related. It may take some GFX ripping work, but I think this hack would really shine if it was all FF4 graphics for the FG (maybe not the BG) making it a platform Final Fantasy game. This project has potential to be epic, so don't falter away from the path of hacking.
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It all depends on what you mean by 'export' the music from a ROM.
If you're talking about pure SPC data, the easiest thing to do is...
1.) Go to snesmusic.org in your browser.
2.) Download the SPC data for whatever game you want.
3.) There is a tool called SPC2Midi (I believe this site has it)
4.) Convert the SPC to Midi with the tool listed above.
5.) Drop the midi on a program called Tinymm (Tools Section)
6.) After that, refer to a "custom music" tutorial for help in getting your music nice n' perfect.
Oh yeah, if you want to change the instruments in the SMW ROM to get the music to sound exactly like the original, there is also a program (forget the name) in the tools section that allows you to change the sample data (aka the instrument data). S.N.N. I know for a fact wrote a tutorial covering the program in the Documents section of the site. Sometimes you have to change the pitch of the instrument to get it right.
Okay, if you're talking about exporting the SPC data from a ROM into the SMW ROM, you're going to have to basically locate the SPC PROGRAM that is loaded into the SPC700. The easiest way to find this is to look for the Opcode Instructions that SPC700 recognizes (different than the SNES processor) with a Hex Editor. If you go to rom hacking site (forget the name), look for a tutorial by "Gau" that explains the SPC700 opcode instructions. However, getting the SPC PROGRAM from one ROM into another is ridiculously difficult and time consuming. Therefore, refer to the method above to get your music.
Hope this helps you in your custom music quest ;)
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| Last edited on 2009-10-02 04:39:25 PM by Soul2Limbo. |
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What do you mean spc2midi doesn't work with spc's??? It works perfectly & I've had no problems with using it in conjunction with Tinymm.
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