Palette B color 7 is also the light shade used for Luigi's skin and the tips of green Yoshi's shoes. The default sprite tile used behind the border-bound Mario is 8x8 tile 7E in GFX10.bin (or 10FC0 in ALLGFX.bin).
In addition to what S.N.N. said, the last 8 indexes of palettes 0 and 1 are all border colors, with the exception of the light blue ones.
Or how about every time you get a 3 up moon, you get one heart since most reasonable hackers hide 3 up moons there is usually one per world.
Yes, that seems like the best way. I've always thought that the dragon coins should behave like cherries, but that would qualify as a totally separate patch altogether.
KilloZapit: There's one thing that you seem to have overlooked. When you start the game, you have three hearts and you're small. To make it more like SMB2, Mario/Luigi should start out big. But then again, if you make items that change the maximum number of hearts, the default number should be 2.
I got another suggestion for it, could you make it so it changes the level tune to something else while the hammer is used? We could insert the Hammer Tune with addmusic and make it use that. (the tune from Donkey Kong)if you still don't remember it, the one that plays in SSB when you grab a hammer))
This should do the trick. Just make changes here:
LDA #$01 ; State = Mario has Hammer
LDA #$FF ; Set Hammer timer
LDA #$29 ; Play sound effect
LDA #$12 ; Change music
JSR CheckForHammer ; Check to see if a Mario already has a Hammer
And Pac or Davros if you are reading this, I am being cunstructive.
You are not perfect and if you havent realised yet, both of you are abusive and huge snobs.The whole board is enjoying it more without you guys harrassing the members.
And do we need any more mods then the current ones, who are doing a MUCH better job then both of you guys EVER did?
SMWCentral has MUCH better staff now and Pac and Davros should not be re-hired just to harrass members and give annoying titles.
Don't think I have anything against them. As I said, I am being cunstructive while having enough balls to say "that person shoulden't be hired."
Personally, I don't see how calling people 'huge snobs' is constructive. And the statement about them not being perfect? It just so happens that no one is perfect. I can't even attest to that statement myself.
Besides, Pac has been rather inactive on the internet lately, so unfortunately I don't see him coming back anytime soon.
On topic: You know what I think we need? An archive of threads with questions that have already been answered. I've seen so many questions that have been answered hundreds of times cropping up again and again on these forums, and it would be good to have all of these answers within reach for our new users. Either that, or an updated F.A.Q....
Here are the ROM addresses that change Bowser's music:
1937  Bowser Music, 1st attack phase
1A902  Bowser goes away
1A9A8 [1D] Bowser's fireball attack
1A9C2  Bowser returns
1AA49 [19 1A] Music for the other two attack phases
1ADF4 [1B] Bowser's demise
Edit: I just realized that many of these were already in the ROM Map!
And the default level music playlist:
286DB [02 06 01 08 07 03 05 12]
(Order: Plains, Cave, Athletic, Castle, Ghost House, Boss Battle, Bonus Area)
Yes, it is possible. I had something like this working in the past, but it screwed up the way that Lunar Magic views the palettes. I also had to get rid of some colors (post-special world map palettes; animated colors) to free up more palette space.
Here is a document of addresses related to the hardcoded default palettes: smw_pal.txt
Um, we need a reasonable character limit for user names, so that this doesn't happen.
EDIT:</b> Geez, guys. I didn't expect a pointless number of "I second this" posts to come pouring in. Give it a rest already! Unexpected end tag (</b>) at 309, expected </span> Tag (span) was not closed. Tag (span) was not closed. Tag (span) was not closed. Tag (span) was not closed. Tag (span) was not closed. Tag (b) was not closed.
That's because the patch only works on a clean, unmodified ROM. If you patch it to a hack already in progress, you risk overwriting level/graphics data with the music, which is why I warned everyone to make a backup of their hack before attempting to patch it!
I think I pinpointed the problem. It's a big one, but it's easily correctable.
You see, I didn't test any of my music patches with Lunar Magic, so I overlooked the fact that LM plops some of its modified code at around $7F19F. This just so happens to be in the middle of the sound sample data! To fix this, I'll have to move the sample data to a different bank (and put a RATS tag around the sucker).