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| Zeldara's questions... |
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Forum Index - SMW Hacking - General SMW Hacking Help - Zeldara's questions... |
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| Posted on 2010-02-13 02:54:54 AM |
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I have a few (actually, more like a lot of) SMW hacking questions. (Sorry about the generic title, but I couldn't think of a better one. And is this the right place to post this?)
(Note: The title was "Various questions..." when I first posted this.)
Edit 3 (2010-3-10): Checked off questions that I no longer need answered; marked the rest with "!!". If a question has no symbol, I have received an answer, but I have yet to try it out and confirm it myself. As for questions I marked with a "?", I'm not sure if these questions make sense anymore given my current knowledge.
By the way, if you have an answer to any of my unanswered questions, feel free to bump this topic, even if it's over a month old.
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1- Is there a way to show more than 6 objects/sprites at once in the Lunar Magic's add objects/sprites windows?
√ 2- Is there a way to have your custom music titles (instead of "Not Used") appear in Lunar Magic?
√ 3- How do you use Reznors in non-boss rooms without having glitched graphics? (Like in TSRPR and VIP4)
√ 4- Is there a way to increase SMW's maximum life counter? (It does not matter to me if the first digit turns into a letter.)
? 5- Is there a download here for Boss Bossanova (DKC2 boss theme)? (Or alternately, a way to convert a VGMusic MIDI into addmusic form?) I saw a few forum posts saying that they were using it in a hack.
? 6- Is the SMB3 patch form of the music available without the SMB3 patch? (I like those particular remixes (especially the airship theme) much more than the ones in the All-stars music download.)
!! 7- Is there a way to modify the original SMW music or insert modifications of it? (I'd like to make the land level theme minor and transpose some of the other themes.)
Edit: Are .txt files of the original SMW music (this includes map music, course clear, intro scene, etc.) available anywhere?
√ 8- Why is it that my automatic level does not come out the same every time? (The level only contains being shot out of a pipe and bouncing off a lot of red Koopas and Paratroopas to the goal. I'm careful that I do not hold a button too long when entering, and I always start Super or small.)
!! 9- What exactly on the overworld can be modified without needing to erase the save file?
√ 10- I changed the tileset of the first room of Sunken Ghost Ship. Why does a glitchy cage appear? (I'm guessing it has something to do with Layer 3?)
11- How do I make Mario warp to another level without pressing anything (this is for automatic level purposes)? I've seen a lot of teleport blocks in the block section, but I'm not sure what to download.
√ 12- Why doesn't Mario's starting position change in boss rooms? (And why doesn't the forced timer reset work?) Note: By boss rooms I mean Morton/Roy/Ludwig/Iggy/Larry/Reznors.
!! 13- How does Chocolate Island 2 / Level 24 work? (Such as: Are there ways to edit the coins/times needed for each room?)
Edit 2010-2-14:
!! 14- What can be modified in boss rooms? I've had success with changing music, making it slippery/underwater, adding sprites to Iggy/Larry, and adding sprite generators to all of them. Anything else? (Not counting ASM or anything really advanced. Or hex-edits; I've already looked through the list of offsets at the Koopaling-related ones.)
And is there a way to make the boss rooms load the correct sprite graphics (if I use e.g. an Eerie generator or a diagonal Bullet Bill generator, the graphics are glitched)?
Edit 2010-3-10:
√ 15- I created an overworld pipe, but when I warp there, Mario can move in any direction (and will become trapped if you press a direction other than downward). How do I make it so only one direction is enabled?
!! 16- How can I can make bonus stars add to the coin total instead of the bonus star counter? (And how can I then replace the bonus star counter with an exit counter? The exit counter does not need to have large numbers.)
Note: Questions 15 and 16 were (for a short time) numbered 14 and 15, until I realized I already had a question 14.
!! 17- How can I use custom music for the course clear theme, castle destruction music, etc.? When I try to hex-edit in the custom music numbers, the game does not play anything at all. (It works if I change the castle destruction music to the standard course clear theme or the boss victory theme, for example, but not if I try to make it play the SMB3 end-of-world theme.)
√ 18- Is there a quick way to delete all original SMW events?
!! 19- Is there a customizable patch that restricts power-ups etc. between levels? (If not, can someone make me / tell me how to make a patch that, between levels, forces Mario to be Super (not small), removes the reserve item, and removes Yoshi, while leaving everything else (coins, score, etc.) alone?)
Edit 2010-3-12:
!! 20- What determines which No-Yoshi intro (castle with light BG, castle with dark BG, No-Yoshi sign, or ghost house) a level will have?
I apologize if any of these are answered somewhere else (there are so many SMW help topics and tutorials here that it would probably take months at least to check them all...)
Edit: Yes, that's quite a lot of questions I asked here...
Edit 2: Added numbers to questions so it's easier to tell which question someone is responding to.
Edit 4: Added questions 14-19 (and removed 14-18 from later posts).
Edit 5: Added question 20.
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| Last edited on 2010-04-08 12:24:52 AM by Zeldara109. |
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| Posted on 2010-02-13 03:22:06 AM |
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- What do you mean only 6 objects at once?
- Yes it's a separate file that has to be used I have just forgotten what it's called.
- You have to use GFX bypass and set SP4 to 25 and then add him in manually.
- Yes there is a way but it requires ASM Knowledge (Maybe HEX but I doubt it)
- I'd look up music Porting.
- Probably there out there somewhere but I'd check the music section first.
- See music Porting.
- Automatic levels are sometimes testy and work only half the time (I've seen using the pipe that shoots you out seems to have a lot of varied results)
- Nothing whatever you change on the OW needs a new save to see changes.
- Yes it's layer 3 normally it's FOG but certain tilesets that don't normally use layer 3 have the glitched cage.
- Well you'd want a teleport block that either is predefined or one that works on the screen exit.
- Because these are hardcoded changes don't work really and there are few changes that can be used because of mode 7 (except for reznor which can be inserted in normal level because it's only the BG nameplate that uses it)
- I think you can edit those things in HEX but you better either not use level 24 or disable the alternate exit's based on coins/time.
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| Posted on 2010-02-13 07:54:50 AM |
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(answer to number 2 and 7) You can use Romi's addmusic.
10. If you change the tileset layer 3 the tileset also changes. go to Modify Properties window (The Fish icon) and change layer 3 settings to none.
11. if you get blocktool (which is in the tools section). theres already a teleport block. Block number 101.
Sorry I couldn't answer more by I am still a little new to Smwcentral.
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| Posted on 2010-02-14 10:17:33 PM |
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Thanks for the responses.
By the way, I'm not expecting every post to respond to all of my questions.
Expanding on my questions...
1- I'm referring to the windows in Lunar Magic that contain long lists of objects/sprites, where you select one to be added. It gets pretty annoying to scroll so often in those windows.
3- I'll try it at some point.
5- I searched for "Boss Bossanova" on this site. Apparently SNN ported the music at some point, but then removed it.
8- Thanks. Is there somewhere where I can find automatic level advice? (That is, what not to use because of inconsistencies?)
9- I know that some things at least can be modified. When I changed the level names, they worked. Also, I'm pretty sure I changed some Layer 2 (non-event) tiles without a problem.
10- Now I'm wondering where that glitchy cage comes from...
11- I'll try that as well.
12- I think that question's answered.
2,4,5,6,7,9,13- Can anyone expand on these?
√ Also, is there a way to quickly find forum topics that you created/posted in?
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| Last edited on 2010-03-11 03:13:56 AM by Zeldara109. |
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| Posted on 2010-02-14 10:23:17 PM |
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CTRL-F your username.
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| Posted on 2010-02-14 10:54:06 PM |
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Click on your username to get to your profile, then press "Show Posts" at the bottom. Then go to the last page for recent posts.
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| Posted on 2010-02-14 11:00:05 PM |
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3 - When your in Sprite Editing Mode. press Insert and type A9 in for the Sprite number. then press ok. You only see one Reznor (even though it has glitched graphics, im gonna ge to that later) so you click on it and then right click 3 time's. now you have a full reznor but the graphics are glitched so click the Red Poison Mushroom and tick the box at the top and and SP3 to say "SP3: 25(04A927)"
Edit: I almost forgot. if you want the level to end after reznor is dead then use the end level when no more sprite's are on screen sprite/block
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| Last edited on 2010-02-14 11:11:06 PM by Fourpify. |
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| Posted on 2010-03-10 08:07:50 PM |
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Bumping this topic because it's been nearly a month without posts...
(Personally, I don't mind if someone bumps this topic with a response; any response would be appreciated, and I'm at this site often enough on the Yoshi's Island hacking board, so I check for responses here every so often.)
I just modified the first post: I checked off questions that I no longer need answered, and I marked the ones I still do not know with "!!". If a question has no symbol, I have received an answer, but I have yet to try it out and confirm it myself.
As for questions I marked with a "?", I'm not sure if these questions make sense anymore given my current knowledge. (You can consider them both answered and unanswered, if that makes any sense.)
By the way, I created a link to this topic in my profile.
New questions (to justify the bump):
Edit: Moved all questions to the first post; questions 15-18 were originally here.
Thanks.
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| Last edited on 2010-03-11 03:29:13 AM by Zeldara109. |
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| Posted on 2010-03-10 08:20:35 PM |
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7- No. Port the song from a MIDI or find it somewhere, and modify the txt.
9- A lot of things. However, you should start a new file every time you go through the OW, just in case.
13- You would need some editing or a patch. It would be easier to simply disable the coin/time warping.
14- Click on the Edit Level Tile icon. On the right side, uncheck "enable (insert direction here)".
15- There is a way for everything. However, you'll need to make a patch.
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| Posted on 2010-03-10 08:35:09 PM |
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Originally posted by 2technogeeks7- No. Port the song from a MIDI or find it somewhere, and modify the txt.
I'm pretty sure I heard one hack that had minor versions of the original themes (including course clear, etc.) somewhere...
Originally posted by 2technogeeks9- A lot of things. However, you should start a new file every time you go through the OW, just in case.
I do this already; I'm looking for if there's a way to save time in some cases.
Originally posted by 2technogeeks13- You would need some editing or a patch. It would be easier to simply disable the coin/time warping.
I think that's pretty obvious... But since it exists, it would be nice to know what I can do with it.
Originally posted by 2technogeeks14- Click on the Edit Level Tile icon. On the right side, uncheck "enable (insert direction here)".
That icon does not work for pipes.
Originally posted by 2technogeeks15- There is a way for everything. However, you'll need to make a patch.
Was there any point in saying this?
Now I'm starting to wonder if this was a joke response...
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| Posted on 2010-03-10 08:41:35 PM |
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QuoteThat icon does not work for pipes.
Use the pipe next to the castle. (in the 16x16 editor)
QuoteWas there any point in saying this?
You asked if it was possible. It is. You make a patch.
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| Posted on 2010-03-10 08:51:05 PM |
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Originally posted by 2technogeeksUse the pipe next to the castle. (in the 16x16 editor)
OK, thanks. (Though I just had to check in Lunar Magic... One of them is next to a glitched castle, the other is next to a destroyed castle... I used the one next to the glitched castle and it worked. Is it OK to set pipes to level 0?)
Originally posted by 2technogeeksYou asked if it was possible. It is. You make a patch.
OK, I modified my question... (I did not realize that it would be taken so literally...)
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| Last edited on 2010-03-10 09:00:00 PM by Zeldara109. |
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| Posted on 2010-03-10 09:03:22 PM |
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Yes, it is fine for it to be level 0. However, if all of the pipes are the same level number, they will all have the same settings. (Edit Level Tile Settings;Exit Indexes and stuff won't change)
As for #17, which Addmusic are you using?
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| Posted on 2010-03-10 09:25:27 PM |
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Originally posted by 2technogeeksYes, it is fine for it to be level 0. However, if all of the pipes are the same level number, they will all have the same settings. (Edit Level Tile Settings;Exit Indexes and stuff won't change)
As for #17, which Addmusic are you using?
I've been using Romi's Addmusic404. (If another one would work better for my purposes, I could use that instead...)
As for the level settings... So are you saying the pipes can be all set to level 0 without problems? (I noticed that the event number is the same for each use of a particular level number, but I can change the initial path settings, right?)
And how about with star warps? Can I set them all to the same level number as well (if I don't mind them all having the same name)?
Also, I added a question 18 to my post with 15-17.
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| Posted on 2010-03-10 09:35:54 PM |
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18- Go to Layer 1 Event Editor Mode, hold Page Up for a long time, then highlight everything on the original OWs and delete. Do the same thing with Layer 2 events.
Also, the pipes/stars have to be different level numbers if you want them to have different initial settings.
For the Course Clear, in the MISC folder, replace the Level Clear (or something that) with your custom song, and edit the .ini.
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| Posted on 2010-03-10 11:40:58 PM |
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1) What do you mean? More than 6...? Since when is it possible even to show more than 1?...
4) Hm...the easiest way would probably be to use Kaijyuu's Super Status Bar patch and edit the part of the code that stores the player's lives to use two RAM addresses instead of one, using the other address for the upper digit or two. There might be some other code, like the 1-Up sprite routine, that you'd have to edit, too...I don't know.
6) Well, this contains all of the music from Super Mario All-Stars, so you could maybe use that.
13) Check $05DAE4 in all.log. At this point, the game checks the overworld level number to see if it is 24, and if not, it uses the normal level data loading routine. If it is 24, then the level loading routine takes data from different places depending on a given factor. The code that does this runs from $05DB3E-$05DBA8. Of course, I did make (and not release) a patch that allows you to do that...that wasn't its primary function, though. You might want to look around the $05D8B3 area; you could potentially hack the level loading routine to make certain levels act like Chocolate Island 2 by setting $0E-$0F to different numbers.
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| Last edited on 2010-03-10 11:46:36 PM by imamelia. |
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| Posted on 2010-03-11 03:25:20 AM |
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Originally posted by imamelia1) What do you mean? More than 6...? Since when is it possible even to show more than 1?...

There are always 6 on my computer. I'm not sure if I would even have the patience to use Lunar Magic if only one object or sprite was shown here at a time... (Well, I would probably find a separate list in that case... (This is irrelevant anyway.))
Originally posted by imamelia6) Well, this contains all of the music from Super Mario All-Stars, so you could maybe use that. Originally posted by Zeldara109? 6- Is the SMB3 patch form of the music available without the SMB3 patch? (I like those particular remixes (especially the airship theme) much more than the ones in the All-stars music download.)
By the way, I marked my question with a ? because I read somewhere that the SMB3 patch changes part of the game engine or something, causing it to use different instruments, so I'm not sure if it's even possible.
Originally posted by imamelia4) Hm...the easiest way would probably be to use Kaijyuu's Super Status Bar patch and edit the part of the code that stores the player's lives to use two RAM addresses instead of one, using the other address for the upper digit or two. There might be some other code, like the 1-Up sprite routine, that you'd have to edit, too...I don't know.
So there isn't just something that makes lives stop increasing at 99, that I could change? (I've made the coins go up to N9 instead of 99. And I've seen a glitched P5 (255 with a P for the 25) in the life counter, resulting from dying with 0 lives, in a video somewhere. Though I forgot where...)
Anyway, I downloaded the patch to experiment with. (Is it compatible with the status bar level names that are in Keytastrophe?)
Originally posted by imamelia13) Check $05DAE4 in all.log. At this point, the game checks the overworld level number to see if it is 24, and if not, it uses the normal level data loading routine. If it is 24, then the level loading routine takes data from different places depending on a given factor. The code that does this runs from $05DB3E-$05DBA8. Of course, I did make (and not release) a patch that allows you to do that...that wasn't its primary function, though. You might want to look around the $05D8B3 area; you could potentially hack the level loading routine to make certain levels act like Chocolate Island 2 by setting $0E-$0F to different numbers.
Can you or someone else tell me what this means (for example, what all.log is)?
By the way, I'm not that interested in playing around with level 24's effects right now, but I probably will at some point.
Also, added question 19 to the first post.
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Edit: Some random thoughts of mine:
This is why I find I prefer prefer Yoshi's Island hacking... YI has a lot more initially to work with, and very few completely new customizations. (Though object/sprite data limits are certainly annoying. And the values for the bosses' HP have not all been found yet...)
There is so much possible with SMW that it leads me to believe any slight modification I can think of is likely possible, and often even has a tool specifically made for it. Then I end up becoming annoyed at the times when there's no tool and it's not as easy, or when I have no idea which tool to use, or how to use that tool, or annoyed at the limitations of the tool...
And SMW hacking is popular enough that it seems there's a good chance that there are people who have quick, easy answers to my questions, but who never see the questions due to the extremely large number of help topics around... (When I first posted it, my question topic was on the second page in less than a day.)
Then there's the fact that it's rare for a vanilla (or nearly vanilla) hack to become popular, because so many people are looking for more. (And SMW's graphics are hard to do something creative with, anyway, especially when there are so many other possibilities...)
Edit 2: Wow, my feelings really came out there.
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| Last edited on 2010-03-11 04:00:16 AM by Zeldara109. |
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| Posted on 2010-03-11 05:48:02 AM |
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Quote!! 1- Is there a way to show more than 6 objects/sprites at once in the Lunar Magic's add objects/sprites windows?
No. But you can deactivate "Show ID in Object/Sprite Editors" from options and find sprites using first letter of his name
Quote√ 2- Is there a way to have your custom music titles (instead of "Not Used") appear in Lunar Magic?
Romi's AddMusic does that automatically. If you use Carol's I recommending looking into LM help file.
Quote√ 3- How do you use Reznors in non-boss rooms without having glitched graphics? (Like in TSRPR and VIP4)
It's complicated. But possible. By GFX bypass set SP3 to 25. Insert sprite A9 four times (like custom sprites, but with Extra Info equaling 0). Also set FG and BG positions to 00. Remember the Mario will start higher than in normal levels.
Quote!! 4- Is there a way to increase SMW's maximum life counter? (It does not matter to me if the first digit turns into a letter.)
Anything is possible WITHIN hardware limitations.
Quote? 5- Is there a download here for Boss Bossanova (DKC2 boss theme)? (Or alternately, a way to convert a VGMusic MIDI into addmusic form?) I saw a few forum posts saying that they were using it in a hack.
You need some bigger knowledge, which me doesn't have. You can always try Request however.
Quote? 6- Is the SMB3 patch form of the music available without the SMB3 patch? (I like those particular remixes (especially the airship theme) much more than the ones in the All-stars music download.)
No, but you can download Super Mario All-Stars Soundtrack and insert needed music like normal custom music.
Quote!! 7- Is there a way to modify the original SMW music or insert modifications of it? (I'd like to make the land level theme minor and transpose some of the other themes.)
Way exists. Making custom music... from beginning ;). Or finding code of SMW music in code and convert it to AddMusic.
Quote√ 8- Why is it that my automatic level does not come out the same every time? (The level only contains being shot out of a pipe and bouncing off a lot of red Koopas and Paratroopas to the goal. I'm careful that I do not hold a button too long when entering, and I always start Super or small.)
Ask SMW Random Generator.
Quote!! 9- What exactly on the overworld can be modified without needing to erase the save file?
Why not just make new savefile AND turn on SMW debug (here is tool to do that)
Quote√ 10- I changed the tileset of the first room of Sunken Ghost Ship. Why does a glitchy cage appear? (I'm guessing it has something to do with Layer 3?)
You changed tileset. Just press button with fishes on it and turn off Tileset Specific L3.
Quote 11- How do I make Mario warp to another level without pressing anything (this is for automatic level purposes)? I've seen a lot of teleport blocks in the block section, but I'm not sure what to download.
... some are with Blocktool
Quote√ 12- Why doesn't Mario's starting position change in boss rooms? (And why doesn't the forced timer reset work?) Note: By boss rooms I mean Morton/Roy/Ludwig/Iggy/Larry/Reznors.
Because this is way these rooms was programmed. SMW competely ignores most headers in Mode 7 boss rooms.
Quote!! 13- How does Chocolate Island 2 / Level 24 work? (Such as: Are there ways to edit the coins/times needed for each room?)
You can search ROM map. But I warn, Chocolate Island 2 isn't easy as it looks. Better use custom blocks.
Edit 2010-2-14:
Quote!! 14- What can be modified in boss rooms? I've had success with changing music, making it slippery/underwater, adding Podoboos to Iggy/Larry, and adding sprite generators. Anything else? (Not counting ASM or anything really advanced. Or hex-edits; I've already looked through the list of offsets at the Koopaling-related ones.)
Iggy platform, health, speed. You can insert sprites. You cannot insert objects.
Edit 2010-3-10:
Quote 15- I created an overworld pipe, but when I warp there, Mario can move in any direction (and will become trapped if you press a direction other than downward). How do I make it so only one direction is enabled?
You cannot. Means, you can, but it will affect other pipes. But it should work that way. Details are complicated. Can you give screenshot of that pipe and nearest paths.
Quote!! 16- How can I can make bonus stars add to the coin total instead of the bonus star counter? (And how can I then replace the bonus star counter with an exit counter? The exit counter does not need to have large numbers.)
You can try modifing all.log if you know somewhat about ASM.
Note: Questions 15 and 16 were (for a short time) numbered 14 and 15, until I realized I already had a question 14.
Quote 17- How can I use custom music for the course clear theme, castle destruction music, etc.? When I try to hex-edit in the custom music numbers, the game does not play anything at all. (It works if I change the castle destruction music to the standard course clear theme or the boss victory theme, for example, but not if I try to make it play the SMB3 end-of-world theme.)
Romi's AddMusic can change these themes
Quote√ 18- Is there a quick way to delete all original SMW events?
Turn onto L2 Events mode, hold PgUp, up to moment where all paths shows, select them, press Delete, change into L1 Events mode, select all, delete it.
Quote!! 19- Is there a customizable patch that restricts power-ups etc. between levels? (If not, can someone make me / tell me how to make a patch that, between levels, forces Mario to be Super (not small), removes the reserve item, and removes Yoshi, while leaving everything else (coins, score, etc.) alone?)
You can use LevelASM. Of course if you know basics of assembly.
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| Posted on 2010-03-11 01:07:10 PM |
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1) Oh, that's what you meant. Apparently not...I guess those windows have a fixed size. (I wonder if FuSoYa would consider changing that in the next LM?)
6) Oh. I would assume not. You could ask the author of the patch (Mattrizzle, wasn't it?) if he has the music in .txt files, though.
7) Well...you could port the original SMW music, change some settings, and insert it as custom music, but beyond that, unless you know SPC-700 (unlikely), I would suppose not.
11) This code makes the player teleport:
LDA #$06
STA $71
STZ $88
STZ $89
You can put that in LevelASM, a block, or something.
14) Well, all.log can be found here, if you want it.
16) Again, all.log. Try looking into some of the code around $008F50 or so.
19) No, there isn't a patch like that, but some of that stuff could be done other ways. To get rid of Yoshi, add a No-Yoshi intro to the level (although that is kind of an inconvenient way to do it), and as for the other things, you can use LevelASM. If you put this in LevelASM:
LDA #$01
STA $19
STZ $0DC2
That would be a quick-and-dirty way to force Mario to be super and the item box to be empty.
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| Posted on 2010-03-13 12:27:24 AM |
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Originally posted by imamelia7) Well...you could port the original SMW music, change some settings, and insert it as custom music, but beyond that, unless you know SPC-700 (unlikely), I would suppose not.
Are .txt files of the original SMW music (this includes map music, course clear, intro scene, etc.) available anywhere?
Originally posted by imamelia19) No, there isn't a patch like that, but some of that stuff could be done other ways. To get rid of Yoshi, add a No-Yoshi intro to the level (although that is kind of an inconvenient way to do it), and as for the other things, you can use LevelASM. If you put this in LevelASM:
LDA #$01
STA $19
STZ $0DC2
That would be a quick-and-dirty way to force Mario to be super and the item box to be empty.
I suppose I'll need to learn some ASM then...
By the way, I know there is a patch (Counter Break Y) for removing Yoshi between levels (used in TSRP2 and TSRPR), as well as a patch (Counter Break) that removes power-up, reserve item, Yoshi, and coins. I compared the two patches, but there was no clear way for me to disable the coin removal in the Counter Break patch, or change the forced Mario status to Super.
That reminds me... (edits question 20 about No-Yoshi intros into the first post)
Originally posted by imamelia
I quickly looked through this. Looks like there are some nice things I could play around with...
For example, there's one part (I assume it's activated when you gain an extra life) that sets lives to 98 (0x62) only if lives are not less than 98. I tried changing it to other values (it's at x1141 and x1145-- why isn't this in the ROM map?), but anything above 126 (0x7E) results in the lives having no limit, continuing to increase until they loop from P5 to 0. I suppose I can still make the limit C7 lives... (Edit: The first digit does not show up as a "C" on the map... I wonder if I could change this.)
Video- Modified SMW lives limit
Is there some way I can disable a certain section of code? For example, I'm looking to force to the coin counter to be 2 digits. How can I disable the part that replaces a leading 0 in the coin count with a space?
And how do I determine the part that tells where bonus stars are added to, and the part that tells where coins are added to, in order to change it so bonus stars are added to coins?
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| Last edited on 2010-03-13 01:14:13 AM by Zeldara109. |
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