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Ask anything about SMW Hacking - 2019 Edition

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I've noticed the ROM map's addresses don't match what I find in a hex editor, like the "internal ROM name" takes me to an unrelated area unless I subtract $7E00 from the address on the map. However, after that address, I found things not matching up even when subtracting $7E00, like the default values in square brackets wouldn't match with what I see in my ROM.

There has to be values I have to subtract in different areas of the ROM, but I don't know what they are; Could someone tell me what I have to subtract from the ROM map addresses to get the corresponding bytes in the ROM file?

(I figure this is better than creating a new thread to ask this.)

It's barely finished, but check out my game, Magical Mary!

Layout made using Layout Maker 2 XP.

Why would you need to perform manual hex edits on your ROM anyway? You should use Asar patches instead. If you do need to use a hex editor, pass the address through Lunar Address first. If your ROM is a .smc, also check the "include copier header" box.
That is because your hex editor uses pc addresses but the rom map uses snes addresses.
To fix this either convert from snes to pc manually, or use shex, which is a hex editor that supports snes addresses

Even better though: Don't use a hex editor at all. Make a patch using asar since it's easier to keep track of and reimport to a new rom if you ever have to.

edit: Also, unrelated but your layout affects links outside your post, you probably want to change that since that's against smwc's layout rules
The Asar method seems like it'd be good; I'll try that. Good thing I reverted my ROM to before I was messing with the hex editor.

EDIT: Also, I did get a message about the layout problem and it has since been fixed.

It's barely finished, but check out my game, Magical Mary!

Layout made using Layout Maker 2 XP.

Which sprites (other than the apples) use 98-BF in the palettes?

Edit: I just checked now; it seems to me that it literally is just apples.
What happens if you attempt to insert graphics in slots 34-7E?


Nothing, probably. GFX files 00-7E are programmed to use SMW's original GFX file tables, which have a fixed size (and hence don't have space for 34-7E). Lunar Magic does make use of 60-63 as some optional extra ExAnimation files, but otherwise the rest are unused and Lunar Magic probably doesn't do anything with them.
(and if it does, it'll probably just crash your ROM)

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
I'm trying to make an auto-scrolling level that changes speeds (ex. fast to slow then fast again) is it possible to do this? I've tried placing a slow auto-scroll sprite where i want it to slow down for tricky jumps but it keeps the fast speed?


Use this code with UberASM Tool.

Scroll sprites can't override each other, so there's no way to do it without ASM.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
Use this code with UberASM Tool.

Scroll sprites can't override each other, so there's no way to do it without ASM.


Ok thank you
I kinda have a problem, i downloaded the UberASMTool 11 and read through the Read me, but i have no idea on how to edit my hack on it could i have some help with this? Every time i try to start it up it says "Line 25 - error ROM File does not exist." Sorry about double posting.
UberASM has got a file called list.txt. At the bottom of the file, you can enter the ROM which UberASM should modify. That, and both, the ROM and all necessary files for UberASM must be in the same folder.
That, or I recommend you to put UberASM in a seperate folder and paste the following into a .bat file:
Code
@echo off
cd Folder
UberASMTool.exe list.txt %1

where "Folder" is the folder wherever you have put UberASM.
That way, you can drag and drop the ROM file into the Batch file to use UberASM.
I think this is a really newbie problem, but I couldn't find the right google words. What's the easiest/simplest way to stop Mario from running over the top of a level? Like I can add a ceiling for this area if I need to, but I figure there's probably something much simpler that I just don't know about.
Very very very shortly, this drab, workaday world and everything in it will be changed forever! Follow us into the golden country, into the empire of the senseless!
Originally posted by 1337doom
I think this is a really newbie problem, but I couldn't find the right google words. What's the easiest/simplest way to stop Mario from running over the top of a level? Like I can add a ceiling for this area if I need to, but I figure there's probably something much simpler that I just don't know about.


A proposed solution can be found in this post.
Cool, thanks. The weird thing is that I swear I've seen similar technology in vanilla hacks before, semi-frequently even, but idk. Still, thank you.
Very very very shortly, this drab, workaday world and everything in it will be changed forever! Follow us into the golden country, into the empire of the senseless!
Because Super Mario Maker allows you to stack munchers, has our stance on that changed at all? (On the other hand, munchers in that game do obey gravity by default unless you give them wings or put them on a track.) I don't think you would like that any more, but I was curious.
Kinda in hibernation for a while. I hope to be back in full swing soon.
Another stupid question from me.

I'm trying to set an exit, but every time I do so, it sets it to screen 00 instead of the screen I actually selected.

I don't get why this is happening.


And now it suddenly works even though I did nothing differently.

... Okay I guess.
Very very very shortly, this drab, workaday world and everything in it will be changed forever! Follow us into the golden country, into the empire of the senseless!
The always turning turn block is used by the game when a turn block is hit. When a turn block is hit it also spawns a bounce sprite that turns it back into a normal turn block.

When placed by itself the sprite isn't there so it'll always be turning. I guess you can use it for decoration or making things act like it, other than that it's useless, yes.
How do people make those awesome multiple-layer parallax backgrounds in their hacks?
GANYMEDE

Chapter Two: Land of No Shame
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