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Official Tool/Sprite/Etc. Help Thread

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Originally posted by Cynook
I hate asking these kind of questions, as they make me look stupid, but here I go:

Would there be a patch or some sort of code that entirely skips the whole title screen + intro message, and go directly to the overworld? Keep in mind that I still want the Nintendo Presents screen. This sort of thing can be found in Wakana's game.bps.

You can skip intro message level with with:

Code
org $009CB1			;skip intro level
db $00 				;

Dunno about title-screen though.
i'm having trouble changing the thwomps palette, as an example

i'm trying to make it white, but it doesn't seem to change no matter what i try and edit on LM. any help?
What palette are you editing? iirc Thwomps use palette 9.
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
I have problem with framal blocks, when hit from below it acts like the ?-block(tile 125) when it should act as 25(as its set up to act like). Im using the min-max variation which hurts mario.

Originally posted by fancy asm code

!Gl = $00 ; $00 if it should be based on level exAnim, and $20 if it should be based on global exAnim
!Slot = $02 ; exAnimation slot the hurting should be based on

!Min = $05 ; First frame the block should hurt on
!Max = $17 ; Last frame the block should hurt on

print "A framal block which hurts the player between frames 0x",hex(!Min),"-0x",hex(!Max),"."

db $42
JMP M : JMP M : JMP M : JMP R : JMP R : JMP R : JMP R
JMP M : JMP M : JMP M

M:
LDA $7FC080+!Gl+!Slot ;\
CMP #!Min ;|
BCC R ;| Check if it is a correct frame
CMP.b #!Max+$01 ;|
BCS R ;/

JSL $00F5B7 ; If yes, hurt the player

R:
RTL


For some reason, the hurt routine uses the Y register which also controls the acts like setting high byte. That patch fixes it.
Put PHY before and PLY after calling $00F5B7
I went with the patch and it worked, thanks #ab{:)}.
Can someone tell me two things? how to change the sprite graphic for Yoshi eggs when they pop out of blocks to use the new page + tile and how to do the same for Yoshi eggs that are sitting 4+ blocks away from Mario? I've tried hex editing everything I could relating to Yoshi eggs to fix this but nothing has worked. I've got all of Yoshis other tiles (outside of himself) changed to SP1 and SP2 as you can see in the video.

Video

Image

I changed offset F994 to C8 but it's using SP3 and SP4 (image above) to pull the graphics from for eggs that are sitting on a block or on land instead of SP1 and SP2 causing the eggs to look like the back of Mega Moles head until you get close enough. Hardcoded perhaps?

Also, before anyone asks, the old spots where the graphics were for Yoshis egg and parts are overwritten so the game is getting the graphics the rest of the time from SP1 and SP2. Just some reason it's trying to use the old tile for Yoshi eggs one time and SP4 for sitting eggs another.
Layout by RanAS, modified by yours truly.

@Mogu94 Although I'd like to help, I'm really not sure. Sorry.


So, even though my YY-CHR works now, everyone's telling me to switch to an alternative, Graphic Editor, which can paste graphics from your clipboard without issues (aka GOLD). The problem is that whenever I try to open the included Graphic Editor.exe and/or Graphic Editor.exe.jar, it will not allow me to use it and it brings up a popup.

I've redownloaded it, updated my Java, gotten links from others, tried getting help, and nothing has changed. This popup still appears, and I don't really want to have to stick to YY-CHR and ripping.
Thanks in advance.

EDIT: Nevermind, solved. Turns out my Java was broken and I had to reinstall it. Huzzah!
I have the Same problem with Graphic Editor, but instead it states "file skipped unknown compression method" and will not be useable unless it's decompresed.
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Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
I want to use the Classic Koopas in Romi's sprite-tool, including my cfg edited Yellow Classic Koopa, but I want to have them replace the slots of the original Koopas, instead of making them into their own sprites.
Originally posted by Mariofan64
I want to use the Classic Koopas in Romi's sprite-tool, including my cfg edited Yellow Classic Koopa, but I want to have them replace the slots of the original Koopas, instead of making them into their own sprites.

I'm not the biggest expert when it comes to Spritetool's inner workings, but I can think of 2 reasons why you might not want to do this.
First of all, the only sprite which can be replaced by Spritetool is the unused sprite which gets changed into the Poison Mushroom. Of course, you could get around that by inserting the sprite code yourself and editing the sprite tables in the ROM (the table for the init routines is at $01817D and the table for the main routines is at $0185CC). But then we get to the second problem, which is that Koopas are among the most complicated sprites in the game. Many routines are tied directly to them and how they work (the way they abuse $14C8 and probably other sprite tables is obscene).
You could always try to overwrite their entry in the sprite code tables (look for them in SMWDisC) like I mentioned, but things will probably break. You're best off inserting them as custom sprites.
Originally posted by telinc1
Originally posted by Mariofan64
I want to use the Classic Koopas in Romi's sprite-tool, including my cfg edited Yellow Classic Koopa, but I want to have them replace the slots of the original Koopas, instead of making them into their own sprites.

I'm not the biggest expert when it comes to Spritetool's inner workings, but I can think of 2 reasons why you might not want to do this.
First of all, the only sprite which can be replaced by Spritetool is the unused sprite which gets changed into the Poison Mushroom. Of course, you could get around that by inserting the sprite code yourself and editing the sprite tables in the ROM (the table for the init routines is at $01817D and the table for the main routines is at $0185CC). But then we get to the second problem, which is that Koopas are among the most complicated sprites in the game. Many routines are tied directly to them and how they work (the way they abuse $14C8 and probably other sprite tables is obscene).
You could always try to overwrite their entry in the sprite code tables (look for them in SMWDisC) like I mentioned, but things will probably break. You're best off inserting them as custom sprites.


I want to overwrite the slots for 2 reasons:

1. I want the Para-Koopas (sprite 08-0C) to spawn the Classic Koopas in the hack and not the SMW Koopas when stomped on.

2. I do not want there to be Shell-less Koopas in the hack, as I do not care about them all that much, and I am replacing their GFX tiles with other things.
How do I get Carol's Doom's Wall sprite to work? The sprite works like intended, but the layer 2 disappears.
Porting music is like walking down a street. Sometimes it goes nicely and sometimes you wANT TO STAB SOMEONE IN THE HEAD DUE TO HOW HARD TH IS IS
Exactly how much freespace is used by the patches automatically applied by lunar magic when one first uses the tool to save any level, and the overworld to an edited state.
Originally posted by Mariofan64
Exactly how much freespace is used by the patches automatically applied by lunar magic when one first uses the tool to save any level, and the overworld to an edited state.

None, unless LM asks you to expand your ROM.
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Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
I want to code super easy uberasm code that simply disables Down button (ducking). I'm using $0DAA, but simple
LDA #$04 (because 0000 0100 is 4 in hex)
STA $0DAA doesn't work. Do I need to do any extra steps, or I'm using wrong address?


$0DAA is used for 1st frame input only.
You'll have to reset the bits in $15 directly
Oh, thanks! I found that you must reset bit with TRB, and this works!


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