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I have no idea, if this is the right place to ask for this but does anyone actually know how to prevent the camera to follow Mario on the main overworld? E.g. act like a submap instead with a fixed position?

Is it just the registers of layer 1/2 X/Y position that are updated while Mario is moving or is there something else? I couldn't find alot of info on that anywhere. :(
You might want to try looking at all.log and seeing what it does, but try giving layer 1/2 a fixed pos, you can probably do it in OW ASM.
all.log is always where I look first.

Edit: Changing the X and Y position won't affect anything but I found out how to disable the camera following Mario on the Overworld. :)

Address has been submitted to the ROM map.
Last edited on 2012-04-13 08:14:25 AM by Ice Man.
Does anyone know what prevents HDMA effects from appearing on the title screen?
I could swear I'd gotten them to work before, but now they're just refusing to show up. ($0D9F being overwritten is not the issue, by the way.)

Edit: Apparently, background color gradients (using $2132) do work after all... I'd like to mess with some of the other registers too, though.
Last edited on 2012-04-13 10:18:54 AM by WhiteYoshiEgg.
Haven't a clue. A color gradient working but not anything else is pretty much impossible from what I know. Something that would block other forms of HDMA would block color gradients as well.
Heh, that's because of the circle effect. If you apply hdma.asm (the latest version) search for Title_HDMA and you should find this:

Code
Title_HDMA: LDA #$80 ;\ Only enable HDMA STA $0D9F ;| on channel 7. BRA Restore ;| Restore code. RTL ;/ Return


Simply replace the #$80 with the HDMA channels you want to be activated.
Hm, where might I find that latest version? The patch I found on here didn't contain anything like that.
Either way, I'm ot sure if that will solve the problem, since as I said, $0D9F doesn't seem to be the cause.


Huh, turns out everything works now. The problem with the "gradient on color x of the palette" effect was that there weren't any tiles affected by the gradient on screen (even though I thought there were), and the wave effect that didn't show up for some unknown reason also works fine now.

tl;dr: everything worked out. *shrugs happily*
Originally posted by imamelia
The graphics for the springboard don't show up correctly because, unless you do a significant amount of ASM work, the sprite tile shown in the item box is always a single 16x16 tile, and the springboard is composed of four 8x8 tiles. If you reserve a few extra tiles for a full 16x16 springboard in SP1/SP2, then you can make it display correctly.

I have found room in SP2 for a Springboard display. My only issue now is that I cannot find the hex value I need to change. I looked and looked again in the rom map. All I know is that I need to change a value listed as 2A and change it to 86. Could anyone aid me with this?

Originally posted by imamelia
As for the P-switch not working, presumably that is because all sprites normally drop from the item box in status 08. The P-switch, however, doesn't have any code for that status; it starts out in status 01 (init) like any other sprite, but then it goes directly to status 09 (stunned) instead of 08 (main). So you'd want to use this patch to make it drop in status 01 or 09. Unfortunately, the P-switch also normally sets its color depending on its X-position when placed in the level, so even just dropping it in status 01 most likely wouldn't make it show up correctly. You could, however, use one of the P-switch custom sprites and, with the linked patch, make that drop from the item box instead. Alternatively, you could use one of the "effects" available in that patch (they run code when the item drops instead of spawning a sprite) to spawn the P-switch and set the necessary sprite tables manually.

Thanks, this will work perfectly. I am grateful for your help.
Last edited on 2012-04-14 08:39:24 PM by Yoshi Master.
Well, here's my problem. I have a room with 2 grinder saws and a message box. However, as I move forward, the corner tile of the saws appears blank and cutoff and the message box just dissapears! I'm guessing I need to patch the rom with a fix? If anyone has the same problem or knows how to solve it, please say.
Originally posted by G.n.k.
Well, here's my problem. I have a room with 2 grinder saws and a message box. However, as I move forward, the corner tile of the saws appears blank and cutoff and the message box just dissapears! I'm guessing I need to patch the rom with a fix? If anyone has the same problem or knows how to solve it, please say.

That sounds to me like a sprite memory problem. Try using setting 0E, or if that doesn't work, setting 10 with the No More Sprite Tile Limits patch
Originally posted by yoshicookiezeus
Originally posted by G.n.k.
Well, here's my problem. I have a room with 2 grinder saws and a message box. However, as I move forward, the corner tile of the saws appears blank and cutoff and the message box just dissapears! I'm guessing I need to patch the rom with a fix? If anyone has the same problem or knows how to solve it, please say.

That sounds to me like a sprite memory problem. Try using setting 0E, or if that doesn't work, setting 10 with the No More Sprite Tile Limits patch

I think you've just solved my problem. Thanks so much. Times like this make me wish I had the asm knowlage.
...except that doesn't have anything to do with having ASM knowledge at all?
Well, knowing why that works does.


The OAM is silly and coded in a ridiculous way. There's a limited number of slots for sprite tiles, and Nintendo thought it'd be an awesome idea to give every single normal sprite the same number of tiles (amount defined by the sprite header), even though sprites can use between 1 and 12. This means lots of wasted, unused slots despite sprite graphics overwriting each other constantly.

The only benefit of this method is a tiny speed boost.
Last edited on 2012-04-16 06:42:34 AM by Kaijyuu.
I was testing a level a bit ago. This level contains a custom sprite that I coded two years back before I went inactive and had a bit of ASM skill. Anyways, I have Mario slide down a slope while testing the level and when he hits the sprite, he dies. My first thought is to check the CFG file, but "Can't be killed by sliding" isn't checked. so I didn't overlook that back when I made the thing.

Any ideas what's causing this or how to fix it so the sprite will be killed by sliding?
Might have a non-standard mario interaction.
Well, here's a new problem. I'm not sure whether this is ASM related, but here goes. Basically, I've recently inserted the lightning generator sprite. Everything was fine: until I started to play the level. As I began to run the sound effect played but cut-off halfway through. So why is this?
Have any music playing? Could be what's cutting it off, if it uses the sound effect channels.
Originally posted by Kaijyuu
Have any music playing? Could be what's cutting it off, if it uses the sound effect channels.

Well, yes. However, I've switched music to see if that's the problem. It's not. The only thing I can compare it to is slowdown. As you run past the sprites the lightning flashes and half the Sound effect plays. I've inserted the no sprite tile limits patch so I'm a little confused.
What would the sprite tile limit patch have to do with a generator?


Another theory: Does this level have a custom sample bank for the music?
http://pastebin.com/HMnGh2BW

Hey guys, I have got a big problem ;w;
This is a NSMBW-Like starcoin I made for Nep-Enut.
It acts like a Yoshi Coin.
But if I collect it and go into a pipe/door and reenter the area with the collected starcoin. The starcoin isn't collected anymore ._.
I have no idea how to fix this .w.
I need your help.
thx
- Metal -

yczedit: huge block of code moved elsewhere
Last edited on 2012-04-21 10:28:45 AM by yoshicookiezeus.
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