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That's probably because of the graphics: Although Yoshi is for the most part dynamic, certain tiles, namely his egg, the egg cracked shell and his tongue use all static graphics. This requires that you need to use GFX13 in SP3 for both, the egg and the tongue (GFX04 works too although that does only contains the tongue) or ExGFX with the eggs, the cracked egg shell and tongue in the correct places.
Originally posted by Romano338
Originally posted by RNG_Dolphins
How do I make the ROM save after every level?

You can either go in the overworld editor, click on #lm{ow16x1} then select a level tile then click on #lm{owlevel} and select "save prompt". (and do that for all you levels)
Or you can use the Autosave patch


Thank You!
How can I make an exanimation have more then 1 act?


What do you mean by "more than one act"? Like, more than one trigger (e.g. blue AND silver P-switch)? If so, then there's no way in Lunar Magic alone. You'll have to set the trigger to one of the "manual" or "custom" trigger settings, then fire them through ASM (using UberASM probably).

That will probably be a bit difficult if you're not familiar with ASM already; if you're interested in learning at some point, I would recommend starting with Ersanio's guide.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
What do you mean by "more than one act"? Like, more than one trigger (e.g. blue AND silver P-switch)? If so, then there's no way in Lunar Magic alone. You'll have to set the trigger to one of the "manual" or "custom" trigger settings, then fire them through ASM (using UberASM probably).

That will probably be a bit difficult if you're not familiar with ASM already; if you're interested in learning at some point, I would recommend starting with Ersanio's guide.

I wanna make an animated block that in certain frames kill mario and in others it don't


Ah, in that case you'd use a custom block, rather than specifically ExAnimation (ExAnimation is only handles the visual part, not interaction).

In this case, these blocks are probably what you want.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Thanks!
How do i add new tilesets? (the tutorials here makes me confused)
Hello world!


The way Lunar Magic lets you do that is kinda weird. First, open the overworld editor in the old ROM. Then, in the main Lunar Magic window, open the new ROM (with the overworld editor still open!). If you look back at the overworld editor, it'll still have the old ROM's overworld in it. All you have to do then is just resave it (move a tile back and forth to reenable the save button).
Same process for the title screen and credits.

As for ExAnimations, all overworld ExAnimations will transfer with the save. For level ExAnimations, the level-specific ones will transfer with the level MWL files. Alternatively, and for global level ExAnimations, you can just open the ExAnimation editor and use the "Copy All Slots" and "Paste All Slots" buttons.

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Hello, so this is my first legit post asking for help... I've looked and looked but no luck. I'm trying to end the level after you hit the goal point and mario does his peace sign pose. ive already edited the ending text and removed the fade out but after he does do the peace sign he just keeps walking and its driving me nuts. Any help would be greatly appreciated. My skill level with lunar is not a noob although its been a long time since ive messed with this kind of stuff and im re learning.
So I was having trouble with the retry system, and I think I must have messed something up when I was patching a couple other things earlier. I decided to port everything over to a new rom and followed the instructions here: https://tinyurl.com/ybvthvza. Everything was ported over without problems but when I load into the emulator and die in a level, the screen fades out to black and nothing happens. Mario doesn't get sent back to the overworld. Why is this happening and how do I fix it? If there is a better way to remove patches from a rom I would appreciate it, I already tried applying the undo patch in this thread: https://www.smwcentral.net/?p=viewthread&t=69832. Thanks for the help!
Originally posted by maxkm5st1
So I was having trouble with the retry system, and I think I must have messed something up when I was patching a couple other things earlier. I decided to port everything over to a new rom and followed the instructions here: https://tinyurl.com/ybvthvza. Everything was ported over without problems but when I load into the emulator and die in a level, the screen fades out to black and nothing happens. Mario doesn't get sent back to the overworld. Why is this happening and how do I fix it? If there is a better way to remove patches from a rom I would appreciate it, I already tried applying the undo patch in this thread: https://www.smwcentral.net/?p=viewthread&t=69832. Thanks for the help!

Seems like a incompatibily issue between some patches. Your best bet is to reapply, one by one, all the patches on a clean ROM, checking in all ocasions if the fade out is there or not, until you found the culprit/s.
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Seems like a incompatibily issue between some patches. Your best bet is to reapply, one by one, all the patches on a clean ROM, checking in all ocasions if the fade out is there or not, until you found the culprit/s.</div></div>

I hadn't even tried to apply patches yet. In the process of importing the levels onto a new rom I experience the fadeout issue.


Originally posted by maxkm5st1
I hadn't even tried to apply patches yet. In the process of importing the levels onto a new rom I experience the fadeout issue.

Levels alone shouldn't cause such an issue, as far as I know (more specifically, nothing done through Lunar Magic alone should cause that). Are you absolutely sure your ROM is clean? You can try running it through this tool to check.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Sup folks,

I cant get the retry system work properly, now here is the issue:

After i get the death jingle (doesnt matter which one i tested allot) the music in the Overworld gets corrupted. Even the vanilla tracks like bowsers valley are broken when i come from a level with standard piano music. I know it has to do with the used sfx bank file, because if you dont die in a level the overworld music stays clean.

It makes no difference if the music is sampled or not, thats for sure. I also noticed that the death sfx changes after i played a couple of levels.
Originally posted by TheBiob
The sprite has it half hard-coded. If you want all tiles to use the first page then additionally to the cfg edit you have to find the "DATA_02EC96" label and change the values to

Code
DATA_02EC96:        db $02,$02,$02,$00,$02,$02,$02,$00
                    db $02,$02,$00,$00,$02,$02,$00,$00
                    db $82,$82,$80,$00,$82,$82,$80,$00
                    db $02,$02,$00,$00,$02,$02,$00,$00
                    db $02,$02,$00,$00


which'll make all tiles use the first page.


I go back to that, because when I want to insert it with Asar, it tells me it's missing a free space command.

My whole code is:

Code
header
lorom

DATA_02EC96:        db $02,$02,$02,$00,$02,$02,$02,$00
                    db $02,$02,$00,$00,$02,$02,$00,$00
                    db $82,$82,$80,$00,$82,$82,$80,$00
                    db $02,$02,$00,$00,$02,$02,$00,$00
                    db $02,$02,$00,$00


It still allows me to continue, but I don't know if it can be a problem or not.

Is it normal? Should I change anything in my code?

PS: the asm was to make the superkoopa use the second page of graphics, to go around a graphical conflict I had with p-balloon
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1


Uh, why are you trying to insert it with Asar? It's part of a custom sprite, an Asar patch will not work well with that no matter how hard you try.
If you're trying to use it to modify the original game's Super Koopas, you need to change "DATA_02EC96" to "org $02EC96". But again, that will modify the original Super Koopas, not the disassembly's.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Wait what are you even trying? If you're trying to edit the original super koopas then yeah, do Thomas said, but I'm pretty sure you were talking about the disassembly in which case you need to find it in the disassembly's .asm file and replace that.
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