Banner
Views: 730,761,443
Time:
20 users online: CalHal, CenTdemeern1, ECS.98, FedoraFriday, ghyn, Goldberg3210, Golden Yoshi, idol, kamekku14, KKevinM, o Lazy, o Luigi-San, MARIO DOIDO, Meirdent, Mrmariobros222, RanAS, o Sinc-X, Tattletale, Tob, turbofa - Guests: 48 - Bots: 124Users: 38,454 (2,085 active)
Latest: Mojolit
Tip: Even though good graphics may make people interested in your hack, what really counts is how fun it is to play.Not logged in.
Ask anything about SMW Hacking - 2019 Edition
Forum Index - SMW Hacking - SMW Hacking Help - Ask anything about SMW Hacking - 2019 Edition
Pages: « 1 2259 260 261 262 »
It could work if you made it a sprite-only block. (Although what I suspect they were asking about is mushrooms coming out of blocks.)

It's worth noting, though, that we're all discussing an eight-year-old question from page 1. #tb{''}

--------------------


 
I want this sprite to use SP3 instead of SP4. How can I do this?


Open the ASM file, find the "Tilemap" table, then modify the values there. They're direct tile numbers; 00-7F are SP3, 80-FF are SP4.


Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Would it be possible to change the speed of Layer 2 Scroll (Sprite EA)? I'd like to have it go faster for what I'm using it for.
Hi everybody,

Does anyone know of a patch or method where something like collecting coins/breaking blocks/killing enemies adds more time onto the timer?

Is this possible?

Many thanks
Here an untested and unoptimized piece of code to add units to the timer:

Code
	!UnitsToAdd = $0123 ; change this

	REP #$10
	PHX
	LDX #!UnitsToAdd
.loop
	BEQ .break
	INC $0F33
	LDA $0F33
	CMP #$0A
	BNE .continue
	STZ $0F33
	INC $0F32
	LDA $0F32
	CMP #$0A
	BNE .continue
	STZ $0F32
	INC $0F31
.continue
	DEX
	BRA .loop
.break
	PLX
	SEP #$10


For the rest of the question you need to be more specific, since depending on the use case there's a huge amount of different ways to go about it. For coin and block interaction you can reasonably make custom blocks, for killing enemies you'll have to make a patch that hijacks something like the score routine.

 

--------------------


 
Still related to timer: is there a way to have a visible timer only on certain levels?
I know how to have unlimited time (and no time up message), I know how to hide some layer 3 stuff from the status bar (layer 3 bypass), but I don't know how to hide the actual counter (putting a layer 3 file with empty tiles instead of the numbers would be a problem for other stuff)

--------------------
Super Mario Pants World by Romano338 - Playthough
Luigi's Lost Levels by Romano338 - Playthough
Baby Kaizo World by Romano338 [Cancelled] playthrough
Originally posted by WhiteYoshiEgg
For the rest of the question you need to be more specific, since depending on the use case there's a huge amount of different ways to go about it. For coin and block interaction you can reasonably make custom blocks, for killing enemies you'll have to make a patch that hijacks something like the score routine.

 


Thank you for your insight WhiteYoshiEgg, it'a sincerely appreciated.

My main focus is on collecting coins and having them add seconds on to the timer.

I should have used my head and realised that these different actions would obviously have different methods of execution
Originally posted by WIKIDNEZ
My main focus is on collecting coins and having them add seconds on to the timer.

Alright, a coin is about the easiest thing to do. Try inserting this with GPS and having it act like tile 2B:

Code
	!UnitsToAdd = 123 ; change this (decimal)

db $42
JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireball
JMP TopCorner : JMP BodyInside : JMP HeadInside

MarioBelow:
MarioAbove:
MarioSide:
TopCorner:
BodyInside:
HeadInside:

	REP #$10
	PHX
	LDX.w #!UnitsToAdd
.loop
	BEQ .break
	INC $0F33
	LDA $0F33
	CMP #$0A
	BNE .continue
	STZ $0F33
	INC $0F32
	LDA $0F32
	CMP #$0A
	BNE .continue
	STZ $0F32
	INC $0F31
.continue
	DEX
	BRA .loop
.break
	PLX
	SEP #$10

SpriteV:
SpriteH:
MarioCape:
MarioFireball:
RTL

print "adds units to the timer"


(doesn't account for timer overflow; may cause slowdown with large values)

Originally posted by Romano338
Still related to timer: is there a way to have a visible timer only on certain levels?
I know how to have unlimited time (and no time up message), I know how to hide some layer 3 stuff from the status bar (layer 3 bypass), but I don't know how to hide the actual counter (putting a layer 3 file with empty tiles instead of the numbers would be a problem for other stuff)

Sounds like something you'd need to hijack the status bar drawing routine for. (If you're lucky, something like Super Status Bar can help you achieve it, but I don't know off the top of my head.)

 

--------------------


 
Originally posted by Plasmodium00
Originally posted by Beaser
Originally posted by iRhyiku
How do I stop the mushroom from moving?
Thanks


The mushroom doesn't move when on the ground, I'm not sure what you're trying to achieve but if you want it floating you could make a blank square in map16 and make it "act like" ground.

No... I don't believe that would work at all as a matter of fact. Even if it did "stop" the mushroom, you wouldn't be able to access it.



I actually use this method in my hack and it works fine, as long as it's not a huge deal that you too can stand where the mushroom is. it wont stay on 1F0 but it'll stay an a blank square that thinks it's ledge. you can jump up through similar to a 1 way. if the myshroom is just out of reach from mario's body but his head can touch it, you can collect it from below without landing where it is.
On the overworked there are pallets 8-F, which patch, or preferably without a patch, makes it possible to use those?
Not at all.

Well, I lied. There is a way to use palettes 8-F (or rather, colours 0x80-0xFF) but let's talk about the reason why layer 1 and 2 can't use colours 0x80 and 0xFF: Have you ever wondered why layer 1 and 2 can only use colours 0x00-0x7F (aside from the aforementioned exception), sprites always use colours 0x80-0xFF and layer 3 colours 0x00-0x1F? Well, there is a simple reason: Each individual layer (including sprites) can only use up to 8 different palettes. More just isn't possible and increasing this limit requires you. The reason is because the properties for each tile control
  • Horizontal and Vertical flip (1 bit each)
  • Priority (1 bit on backgrounds, 2 bits on sprites)
  • Palette (3 bits, in total 8 palettes)
  • Tile number (2 bits on backgrounds, 1 bit on sprites)

That are in total 8 bits or a single byte. More palettes to use means more bytes in VRAM or sacrificing one of the other bits.
The only exception is if layer 1 uses 8bpp graphics which can use the full palette but would require some notible tweaks on the overworld, not to mention this isn't exactly what you want anyway.

tl;dr You would have to modify the SNES which is beyond the scope of a mere patch.

Yay, first layout!
Originally posted by Thomas
Open the ASM file, find the "Tilemap" table, then modify the values there. They're direct tile numbers; 00-7F are SP3, 80-FF are SP4.


This is what appears in the ASM file:
Code
Tilemap:
	db $80,$82,$A0,$A2
	db $84,$86,$A4,$A6
	db $88,$8A,$A8,$AA
	db $8C,$8E,$AC,$AE
	db $C0,$C2,$E0,$E2
	db $8C,$8E,$AC,$AE
	db $88,$8A,$A8,$AA
	db $84,$86,$A4,$A6

I have no idea what changes I should make. Help me, please.
Simply put, you need to subtract $80 from every number. You can do this using the Windows calculator in Hex mode, or simply by replacing the first digit of each number so that 8 becomes 0, A becomes 2, and C becomes 4.

--------------------


 
Hello, GForce76 here, noob to the forums and hacking. Here with a noob question. Iíve been fooling around with lunar magic, learning overworld creation and level linking with pipes and stuff .... anyway today I was trying to learn map 16 but keep getting an error that ďthere is not enough room left to save the dataĒ iíve Never saved map 16 data previously and got the error when I tried to save my first new tile. Any thoughts?

Would this have anything to do with me constantly deleting my rom and reloading a fresh new smw one? Does this data get saved anywhere that might have a save file limit? Iíve even tried replacing the original smw rom from an independent backup and the issue persists

Thanks for your time and I look forward to being a part of the community
Howdy, I'm new here; it's been about an hour since I'm typing this that I came onto this website, downloaded the necessary materials to get started, and created a profile. My question is: Where should I even start? Should I try some of the community hacks, if so which ones would you recommend? Should I try Lunar Magic first to get a grasp on level design? Or is this even the right forum to ask this question? I'm pretty lost so if someone reads and answers this, thank you.
Originally posted by Korji
Howdy, I'm new here; it's been about an hour since I'm typing this that I came onto this website, downloaded the necessary materials to get started, and created a profile. My question is: Where should I even start? Should I try some of the community hacks, if so which ones would you recommend? Should I try Lunar Magic first to get a grasp on level design? Or is this even the right forum to ask this question? I'm pretty lost so if someone reads and answers this, thank you.



Just starting out myself, I found this tutorial extremely helpful

https://m.youtube.com/watch?v=s4pupCEJYFM&t=6307s
SMW is half a megabyte large but custom Map16 tiles require much more space. This shouldn't be an issue, though, because Lunar Magic should expand the ROM to 1MB. You can manually expand the ROM by going to File > Expand and then chose any size. But again, Lunar Magic should expand the ROM automatically unlike in your case.

Yay, first layout!
Originally posted by MarioFanGamer
SMW is half a megabyte large but custom Map16 tiles require much more space. This shouldn't be an issue, though, because Lunar Magic should expand the ROM to 1MB. You can manually expand the ROM by going to File > Expand and then chose any size. But again, Lunar Magic should expand the ROM automatically unlike in your case.


Thank you, wasnít sure if I should have been messing with rom file sizes or not. Appreciate the assist
This glitch I have has been annoying me for over a year.

In a level, I have a slanted pipe (and slanted entrance), Mario is on Yoshi and is shot, then lands on ground (after jumping off Yoshi), where there is a message box and the goal tape.
And I get this glitch where the goal tape is visible, but stays on the bottom and Mario can just walk through it like dirt.
I'm on a clean ROM with no patch at all. I have like a dozen sprites and some blocks.
I've tried a lot of stuff (jumping sooner or later from Yoshi, with/without tongue, copying the level on another level slot, porting all my hack to other ROMS,...). If I put an orb, instead of that glitch, I will have a glitch where the graphics of the orb are glitched (the orb still works but...)

The no more sprite tile limite patch doesn't solve anything.

Ever seen something like that? It's a pretty vanilla level, no custom graphics, no custom sprites, no custom blocks, just Mario, Yoshi, a message box, a goal tape and a slanted pipe entrance

--------------------
Super Mario Pants World by Romano338 - Playthough
Luigi's Lost Levels by Romano338 - Playthough
Baby Kaizo World by Romano338 [Cancelled] playthrough
Pages: « 1 2259 260 261 262 »
Forum Index - SMW Hacking - SMW Hacking Help - Ask anything about SMW Hacking - 2019 Edition

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 25

Menu

Follow Us On

  • Facebook
  • Twitter
  • YouTube

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented