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Official Hex/ASM/Etc. Help Thread
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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.
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.
Code
LDA #$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*
Last edited on 2012-02-09 10:24:57 AM by undefinied3.
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???
What is the probllem with this patch I made:
http://bin.smwcentral.net/u/209/hexedits.asm
applying it gives my ROM a blackscreen of death!

thanks
Probably this:

Code
;ENABLE db $00EEF8 db $EA,$A9,$00


I think it should be:

Code
org $00EEF8
Last edited on 2012-02-11 12:22:35 PM by New Hacker.
oh ofcourse! thanks you :D
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!
Try editing these addresses with a hex editor and see if it works:

08963$01:876338 bytesSprite SubroutineGoal 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:CD1E12 bytesEmptyUnused 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.
Originally posted by DiscoMan
Try editing these addresses with a hex editor and see if it works:

08963$01:876338 bytesSprite SubroutineGoal 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:CD1E12 bytesEmptyUnused 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!
Last edited on 2012-02-17 06:48:04 PM by twbrooks6.
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.
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 :)
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.
Thanx il see what works best
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?
Try this:
Code
LDA $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.
Originally posted by imamelia
Try this:
Code
LDA $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!
Last edited on 2012-02-20 01:11:00 AM by jesus.
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!
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 map
0F698 | $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
Last edited on 2012-02-25 04:27:16 AM by yoshicookiezeus.
1: That one should be left as #$40.
2: Try $01F75C (0x0F95C). Clear the highest bit of them.
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