| Official Hex/ASM/Etc. Help Thread |
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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - Official Hex/ASM/Etc. Help Thread |
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| Posted on 2012-02-08 10:26:08 PM |
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I think you have to change the sprite number generated to a regular Koopa instead of a shell because AFAIK a shell is just a Koopa in it's stationary/carried state. Not sure, though.
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| Posted on 2012-02-09 05:37:14 AM |
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Iceguy, I actually set a normal koopa sprite (I just used state 0A - kicked). The main problem is, the player shoots the shell, but when Mario faces left, the shell shoots to RIGHT! This is my problem.
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| Posted on 2012-02-09 10:23:54 AM |
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CodeLDA #$40
STA $B6,y ;set xspeed
There's your problem, you have to use the direction that mario is facing (iirc, RAM $56?) (RAM $76) as an index to a table with the xspeed to right and left.
EDIT: RAM $76*
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| Last edited on 2012-02-09 10:24:57 AM by undefinied3. |
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| Posted on 2012-02-09 04:15:29 PM |
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Problem eith powerup complete!
Well, now it's my MAIN problem: I want to have my freeRAM, NOT $010B, to be the index for the palette pointer in the Custom Mario Palettes patch. I tried over 9000 things, but they all messed bad with Mario's palette. Any ideas about how I can do this???
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| Posted on 2012-02-11 12:21:58 PM |
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Probably this:
Code;ENABLE
db $00EEF8
db $EA,$A9,$00
I think it should be:
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| Last edited on 2012-02-11 12:22:35 PM by New Hacker. |
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| Posted on 2012-02-12 06:39:36 AM |
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oh ofcourse! thanks you
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| Posted on 2012-02-17 05:43:33 PM |
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Hey, I am using the "No Sprite = Goal" generator, and I want to customize it by changing ASM. I changed the music to the "boss defeated" music, but I can't figure how to stop Mario from moving once the sprites are eliminated (like how he does in vanilla boss battles). I'm still new at ASM editing (lol), so I appreciate the help!
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| Posted on 2012-02-17 05:55:02 PM |
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Try editing these addresses with a hex editor and see if it works:
| 08963 | $01:8763 | 38 bytes | Sprite Subroutine | Goal point sphere/boss killed code.
x8978 - If you change this to "20 23 CD" and use the hex edit at $01CD23 (xCF23), it will prevent the player from walking after touching a goal sphere in a horizontal level.
x8984 - Controls which music is played when it's collected. |
| 0CF1E | $01:CD1E | 12 bytes | Empty | Unused ROM, but at xCF23 you can change this to "9E C8 14 CE C6 13 60", and when combined with the hex edit at $018778 (x8978), it will prevent the player from walking after touching a goal sphere in a horizontal level. |
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| Posted on 2012-02-17 06:27:24 PM |
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Originally posted by DiscoManTry editing these addresses with a hex editor and see if it works:
| 08963 | $01:8763 | 38 bytes | Sprite Subroutine | Goal point sphere/boss killed code.
x8978 - If you change this to "20 23 CD" and use the hex edit at $01CD23 (xCF23), it will prevent the player from walking after touching a goal sphere in a horizontal level.
x8984 - Controls which music is played when it's collected. |
| 0CF1E | $01:CD1E | 12 bytes | Empty | Unused ROM, but at xCF23 you can change this to "9E C8 14 CE C6 13 60", and when combined with the hex edit at $018778 (x8978), it will prevent the player from walking after touching a goal sphere in a horizontal level. |
I did it right through the hex editor (double checked myself), but it only causes the goal sphere to not move in the horizontal level. Killing the sprites using the "No sprite on screen = goal" generator still results in Mario moving.
EDIT: I figured out what I was doing wrong. Mario stops moving once I kill the sprites if I set the level as a Vertical level. Didn't have to hex edit anything, as vertical is fine. Thanks for the help!
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| Last edited on 2012-02-17 06:48:04 PM by twbrooks6. |
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| Posted on 2012-02-17 08:50:31 PM |
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How can I make layer 3 parallax scrollng with notepad ONLY? I don't want to use scrollbars, because If I'll use it I have to use it a bit blind, because there's no mage that will show me what is scrolling.
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| Posted on 2012-02-17 11:35:57 PM |
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Hey guys the hdma i inserted works fine but whenever a message box pops up the hdma disappears, anyway you guys know how to change and fix that? Heres the code i inserted:
Code LDA #$00
STA $4330
LDA #$02
STA $4340
LDA #$32
STA $4331
STA $4341
REP #$20
LDA.w #.Table2
STA $4332
LDA.w #.Table1
STA $4342
SEP #$20
LDA.b #.Table2>>16
STA $4334
LDA.b #.Table1>>16
STA $4344
LDA #$18
TSB $0D9F
RTS
.Table1
db $1C,$23,$41
db $02,$23,$42
db $30,$24,$42
db $2E,$24,$43
db $04,$25,$43
db $32,$25,$44
db $29,$25,$45
db $05,$26,$45
db $00
.Table2
db $08,$80
db $11,$81
db $10,$82
db $11,$83
db $11,$84
db $11,$85
db $10,$86
db $11,$87
db $11,$88
db $11,$89
db $10,$8A
db $11,$8B
db $11,$8C
db $0F,$8D
db $00
I'd appreciate the help by anyone
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| Posted on 2012-02-17 11:42:17 PM |
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There are a couple hex edits you need to make to fix that. Check the ROM map and ctrl-f for "hdma". Alternatively, use the HDMA fix patch, though that has further side effects.
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| Posted on 2012-02-17 11:52:53 PM |
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Thanx il see what works best
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| Posted on 2012-02-19 06:10:21 PM |
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I want to set up a condition where my code only runs if mario reaches screen 00 on a vertical level. How would I do this?
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| Posted on 2012-02-19 06:49:34 PM |
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Try this:
CodeLDA $97
BNE .Return
; code
.Return
RTS
If you want it to run only once, you'll also need to set a flag in free RAM.
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| Posted on 2012-02-19 10:39:53 PM |
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Originally posted by imameliaTry this:
CodeLDA $97
BNE .Return
; code
.Return
RTS
If you want it to run only once, you'll also need to set a flag in free RAM.
thanks a bunch immamelia!
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| Last edited on 2012-02-20 01:11:00 AM by jesus. |
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| Posted on 2012-02-24 10:09:49 PM |
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Alright, two specific questions:
1. I am using Guiga's SkyHDMA Generator. When Lakitu is present, the HDMA does not appear. Any way I could change this?
2. It seems that Davros' Sprite Generator ignores chargin' chuck, and spawns my sprite with no regard as to whether he is there or not. Could this be fixed?
I could post the code for both patches if need be. Thanks for any help!
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| Posted on 2012-02-25 04:08:54 AM |
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I am making some sprites for my new hack (not the base hack if anyone saw that, different) global and I decided to do so with Yoshi to. to cut to the chase, can someone help me with 2 things.
1. I need to know what to put in with hex editor for this:
Originally posted by the ROM map0F698 | $01:F498 | 1 byte
Value to add to Pal/flip/etc. of Yoshi's tongue when facing right
for what I need to put in so yoshi's tongue is right for when facing right from what I understand because atm it just crashes if he sticks his tongue out when facing right, left works fine. I have the tongue tiles as this:
end of tongue tile: A4
base/long part of tongue tile: B4
Using palette C.
Pic
2. What hex address would I be looking for, for setting the Yoshi egg's tiles to use page 1 (sp1 and sp2 instead of sp3 and sp4) I've been looking for awhile. I probably missed it but I've scanned about 3 times now for it.
yczedit: code tags and quote tags are not interchangeable
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| Last edited on 2012-02-25 04:27:16 AM by yoshicookiezeus. |
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| Posted on 2012-02-25 04:23:49 AM |
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1: That one should be left as #$40.
2: Try $01F75C (0x0F95C). Clear the highest bit of them.
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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - Official Hex/ASM/Etc. Help Thread |