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Posts by FlashHacks

FlashHacks's Profile → Posts

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Hello so i was trying to put a music in my hack and a error occurs when i put a sample music.Any Solutions to resolve this?
Originally posted by brickblock369
That happens when the MML data has some character sets that are not recognizable as a command by AMK. Doesn't affect the port itself, so you shouldn't worry about it. It's not really an error, it's more of a reminder for music porters.

Oh. Thanks for explaining.
So i put this code of the effect tool on the levelinit.asm. The asar patches asar_patch.asm sucessfully but when i go to test my ROM and go to my level the game crashes.
Help appreciated.

Code
levelinit64:
Init:
	; insert INIT code if applicable for the effect
   	REP #$20                  ;\  16 bit mode
   	LDA #$0000                ; | 
   	STA $4350                 ; | 
   	LDA #.BrightTable         ; | load high and low byte of table address
   	STA $4352                 ; | 
   	SEP #$20                  ; | back to 8 bit mode
   	LDA.b #.BrightTable>>16   ; | load bank byte of table address
   	STA $4354                 ; | 
   	LDA #$20                  ; | 
   	TSB $0D9F|!Base2           ; | enable HDMA channel 5
   	RTL                       ;/  

.BrightTable:                 ; 
   db $05 : db $00            ; 
   db $04 : db $01            ; 
   db $04 : db $02            ; 
   db $05 : db $03            ; 
   db $04 : db $04            ; 
   db $04 : db $05            ; 
   db $05 : db $06            ; 
   db $04 : db $07            ; 
   db $04 : db $08            ; 
   db $05 : db $09            ; 
   db $04 : db $0A            ; 
   db $04 : db $0B            ; 
   db $05 : db $0C            ; 
   db $07 : db $0D            ; 
   db $06 : db $0E            ; 
   db $71 : db $0F            ; 
   db $03 : db $0E            ; 
   db $04 : db $0D            ; 
   db $03 : db $0C            ; 
   db $04 : db $0B            ; 
   db $02 : db $0A            ; 
   db $03 : db $09            ; 
   db $02 : db $08            ; 
   db $03 : db $07            ; 
   db $02 : db $06            ; 
   db $03 : db $05            ; 
   db $02 : db $04            ; 
   db $03 : db $03            ; 
   db $03 : db $02            ; 
   db $02 : db $01            ; 
   db $02 : db $00            ; 
   db $00                     ; 
Originally posted by MarioFanGamer
We typically use UberASM Tool rather than the patch. As a result, almost none of the codes we host are compatible with the patch version including HDMA codes generated by Effect Tool.

Nonetheless, you still can if you make a minor change: Replace the RTL to RTS and remove the Init: at line 2 since it isn't needed as well.

Now it works on my ROM.Thanks for helping!
Sorry for making another thread but i have a problem.I was trying to put Another Midway Point on my level so i downloaded Multi Midway Point 1.7 patch and i put this at multi_midway_tables.asm:
Code
!total_midpoints = $0002

level_mid_tables:
dw $0062,$0062	; Level 0411
and patched the multi_midway_1.7.asm into asar.However when i get midway point and i die i get this:https://bin.smwcentral.net/u/30022/Super%2BMario%2BWorld%2B%2528USA%2529%2B%25288%2529000.png
I think i did everything but its not working
Originally posted by Katerpie
Originally posted by FlashHacks
Code
dw $0062,$0062	; Level 0411

There's your error. Level 411 doesn't exist in Lunar Magic. You must choose between 000 and 13B when figuring out the tables.

I changed it to 106 and 62 but its still going to the wrong level
I wanted to put custom powerups in my hack so i download Custom "Shoooting" Power-ups.I patched PowerUpHijack.asm into asar and i used pixi to put the sprites and i used uberasmtool to put the uberasm stuff.However when i shoot with any powerup of the sprite the projectiles doesnt work for some reason

If you want to know if i put the correct value in the asm files here it is:
Code
!PowerValue = $07		;which power allows shooting boomerang? use value from power-up's cfg property, it's calculated automatically

list.txt:
Code
01 powerup_hammer.cfg
02 powerup_boomerang.cfg
03 powerup_bubble.cfg
04 powerup_ice.cfg
05 powerup_shuriken.cfg

EXTENDED:
06 Projectile_hammer.asm
07 Projectile_boomerang.asm
08 Projectile_bubble.asm
09 Projectile_iceball.asm
10 Projectile_shuriken.asm

And ShootExPower.asm:
Code
SpriteToShoot:
	db $06+!ExtendedOffset
	db $07+!ExtendedOffset
	db $08+!ExtendedOffset
	db $09+!ExtendedOffset
	db $10+!ExtendedOffset

Help would be appreciated
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