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I'm sorry if this was answered before, but I really have no, zero, nada experience with any kind of proramming. I don't even know what hex is. This might explain why I'm having trouble here...

So, here's what I did. After giving up on more advanced things for my ROM, non of which I figured out, I decided to just be satisified with custom music. The very first custom music file I download is Utsuho's theme, from Touhou 6, SA. It gives me a text file, and I figure I need a tool. After downloading three different addmusics (one of which glitched up my Map16) I STILL do not know how to do this! One of them did put the txt file in the game to be usable, but there was no audio! I'm completely lost. Can anyone help?
Originally posted by Artemiscat55
Utsuho's theme, from Touhou 6, SA

Subterranean Animism is 11, not 6.

Quote
After downloading three different addmusics

...which three? I thought we were supposed to only have two around here (Addmusic405 and AddmusicM). The others break the ROM in snes9x152 and newer.
I haven't tried it myself, but I've heard that M is very complicated to use. Use 405, and don't use more than one addmusic on the same ROM.
Very simple question, but where would I find the Bowser's Castle (OW) graphics? Thanks.
Try GFX08.
Ah, thank you. Somehow I didn't even notice it there.
How do I make it so Mario never uses his small GFX? Thanks in advance!
Try this hex edit:
Code
06116 $00:DF16 4 bytes Mario tilemap Tileset to use for Mario, paged by status ($7E0019)

The description sucks, but what it's trying to say is that this is a 4-byte table of tilemap indexes. By default, the values are [00 46 83 46]. Changing that 00 to 46 should make Mario always use the big frames even when small.
Last edited on 2011-12-18 11:03:52 PM by imamelia.
Originally posted by imamelia
Try this hex edit:
Code
06116 $00:DF16 4 bytes Mario tilemap Tileset to use for Mario, paged by status ($7E0019)

The description sucks, but what it's trying to say is that this is a 4-byte table of tilemap indexes. By default, the values are [00 46 83 46]. Changing that 00 to 46 should make Mario always use the big frames even when small.

:D thanks!

Now I have another question for people:

How do I turn off star music? Sort of like no P-Switch music, except for stars.
Originally posted by Botcrazy
How do I turn off star music? Sort of like no P-Switch music, except for stars.

Originally posted by all.log
CODE_01C585:        A9 0D         LDA.B #$0D                
CODE_01C587:        8D FB 1D      STA.W $1DFB               ; / Change music

Replacing the 0D with 00 should solve it.
I have a question about pipe palettes. I want all pipes to use the same palette. The ROM map refers to addresses 289A4 and 282D5, but when I changed the values to EAA900 my ROM simply crashed after the "Nintendo Presents" screen. I'm probably missing something really obvious because I've been out of the Super Mario World hacking scene for awhile and am quite rusty at the technical aspects.

I'd prefer simply hex-editing rather than using Alcaro's patch, because supposedly it doesn't work on the two borders around the screen Mario starts on. Any help would be appreciated.
My patch isn't just incompatible with the borders around the start, it's also incompatible with LM17's two new GFX files.
My first guess on the problem is SNES vs PC confusion. The addresses you posted are PC addresses, so you must edit them with a hex editor (or convert them to SNES if you prefer an assembler, but considering 289A4 mentions a SNES address, I belive it's safe to conclude that ).

The easiest solution is map16 editing. Use PgUp and PgDn on page 1 in the 16x16 editor and make all four entries the same color.
I just attempted changing both of those addresses to EA A9 00 on a fresh ROM, and it worked fine. The only possible issues I can think of is that you somehow accidentally changed the wrong address, you made the third byte of each address different (00 and 01, for instance), or your ROM just doesn't like the changes for some reason.
Originally posted by S.N.N.
you made the third byte of each address different (00 and 01, for instance)

I'm pretty sure that would just make pipes one color on the screen Mario starts on and another when they scroll into view.

And I've found two new ways for it to explode. It may be incompatible with the gfx+2 patch, or your ROM may be unheadered. To solve both, make sure the values you're overwriting are 4A4A4A and 4A4A4A; if it's something else, you'll need the map16 method.
Thanks a lot for the help Alcaro and S.N.N., it's been resolved.

I'm pretty sure I must have used some patches earlier that were incompatible with this, because the values I'm overwriting at 282D5 are 804A4A instead of 4A4A4A.

I attempted on a fresh ROM and got successful results however, so I'll just be porting my levels over to this new ROM.

Thanks again!

EDIT: For future reference, Alcaro's Map16 method is probably the simplest and easiest way of solving this issue, if anyone else has this problem.
Last edited on 2011-12-20 12:35:09 PM by tatanga.
Sorry if this question was asked before, but...
I was wondering: How can you change Marios Sprite GFX ingame? Like, if you want oldschool Mario, but just for one level. :o

Sorry when it turns out that this question is really dump, but I really want to know...D:
Try this one.
Just wondering, are there any custom blocks that give only fire flowers, only cape feathers, and only super mushrooms respectively, regardless of Mario's status when he punches them (and behave exactly as a normal question block with an item would)? I've been downloading and testing most of the blocks in the database, but all of them have had quirks and oddities (such as not playing the correct sound effect, or the cape feather coming out from below).

I could simply use Yellow Switch Blocks and Green Switch Blocks masked as question blocks, except they flash a slightly different turn block animation right after Mario punches them.

This video (around 00:32 or so) explains some of the issues I've had.
Last edited on 2011-12-21 10:37:06 AM by tatanga.
I have downloaded that Solid On/Off Custom block. It works perfectly, but how can I make the graphics change depending on the On/Off switch (like in Vip 4, or Mario Gives Up)?
You'll need ExAnimation. There should be some tutorials around here.
How do i disable the time bit in the end of level scorecard?
I have no time and score in my levels, and when you complete it seeing 300x50=xxxxx is quite annoying. thanks!
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