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Title Screen is level C7, and Groovy is level 128, edit one won't affect other.
I need some help, I want to play newer Mario hacks but after patching the games with the original SMW rom I have, the games doesn't want to play on the latest Snes9x hack either, I figured I had to clean the rom, I did, I downloaded ROMclean and dragged the rom file to its command prompt and then pressed Enter and it gave me this error message: 'Couldn't open file. The most likely reason is a typo in the file name', the file name I had was 'Super Mario World (U) [!].smc' so I think it was spelled correctly, its weird, any tips on how I can fix this? :(
Try reducing the file name, "Super Mario World (U) [!].smc" to "ROM.smc", also if you're in Windows 7, be sure that you're running the tool as administrator.
is it possible to have hdma and layer 3 backgrounds in the same level?
Yes, it's possible.

Look this image:

http://bin.smwcentral.net/u/3269/FastROM001.png

The clouds are layer 3.
Originally posted by DiscoMan
Yes, it's possible.

Look this image:

http://bin.smwcentral.net/u/3269/FastROM001.png

The clouds are layer 3.


ah, ok good. one more question:

I made this code using the hdma gradient tool

Code
Red: db $80,$20 db $14,$20 db $4C,$21 db $00 Green: db $31,$43 db $22,$42 db $80,$41 db $0D,$41 db $00 Blue: db $79,$85 db $15,$86 db $15,$87 db $15,$88 db $28,$89 db $00


what do I do with it to insert it as hdma? It's just a bunch of tables so I'm guessing I can't just insert it as levelasm.
You must put this code in levelinit and levelcode, the code won't work if it's only a table, you must set up the HDMA like this:

Code
REP #$20 ; 16 bit A LDA #$3200 ; $43X0 = 00 STA $4330 ; $43x1 = 32 LDA #Red ; get pointer to red color table STA $4332 ; store it to low and high byte pointer PHK ; get bank PLY ; STY $4334 ; store to bank pointer byte LDA #$3200 ; $43X0 = 00 STA $4340 ; $43x1 = 32 LDA #Green ; get pointer to red color table STA $4342 ; store it to low and high byte pointer STY $4344 ; store to bank pointer byte LDA #$3200 ; $43X0 = 00 STA $4350 ; $43x1 = 32 LDA #Blue ; get pointer to red color table STA $4352 ; store it to low and high byte pointer STY $4354 ; store to bank pointer byte SEP #$20 ; 8 bit A LDA #$38 ; Enable HDMA on channels 3 4 and 5 TSB $0D9F ; RTS Red: db $80,$20 db $14,$20 db $4C,$21 db $00 Green: db $31,$43 db $22,$42 db $80,$41 db $0D,$41 db $00 Blue: db $79,$85 db $15,$86 db $15,$87 db $15,$88 db $28,$89 db $00
thank you mr. the discoman. thank you :D
The most common problem I'm getting is being able to pass through sharp edged terrain on sloped walls...
Do people avoid this style because this is just something that happens, or is there always a proper tile to stop wall passing from happening?
I mean using 45 degree and very steep slopes with sharp edges. (for underwater levels too)

I'm trying to avoid the 'boring' flat land terrain, I don't get any cutoff but I can still pass through. Am I just using the wrong tiles? So far I've just been using the standard direct map16 blocks.
No, there is no tile in the original engine that allows you to connect a steep slope to a wall without allowing Mario to pass through the corner. You can use this custom block to do it, though.
Originally posted by yoshicookiezeus
No, there is no tile in the original engine that allows you to connect a steep slope to a wall without allowing Mario to pass through the corner. You can use this custom block to do it, though.


ok dled it thx, that solves the steep slopes.
I also get this when I put 2 regular sloped blocks (top and bottom) on side walls like this:

how would I fix passing through that type of wall?
I know not how Mario passes through it, but... Sometimes the use of the sprite 6D solves all the slope problems.
Or you could use the "Solid Right Edge", it's better than using a sprite.
Originally posted by Austin
I know not how Mario passes through it, but... Sometimes the use of the sprite 6D solves all the slope problems.

great idea, ill use that if I can't find the proper block. good temporary fix and once I find the proper block it will be easy to find where they should go.
Is it a good idea to us the appearing boos in a non-water level?

Or is dodging it gonna be tedious?
This sprite is tedious itself, but mainly in tight levels. In my opinion, this is really more useful in levels which you can pass by everywhere and have much space, as water levels. So use it at your own risk. Be tedious or no depends of how your level should be.

whoa level up
Last edited on 2012-02-21 06:12:56 PM by Koopster.
I'm sure everyone here knows about the glitchy regular Piranha Plant, right? Well, is the dead fish frame the same as the one for the flopping fish sprite? Or is it something different, like how the title screen level (C7?) isn't the same as Groovy, but it looks the same?
Roads1, the Piranha Plant is a beta sprite and it isn't complete thus the vine tile is a glitchy "Flopping Fish" tile, you may want to use the Piranha Plant fix located at patches section.

And the Title Screen level is part of Groovy level, totally diferent.
I keep running into a problem where I need to put decorative tiles (acts like tile 25) directly next to a line guide tile. For some reason, line guide related sprites still interpret the decorative tiles as solid, and thus will not follow the line guide path properly. Is there an 'acts like' setting I can use that will allow line guide objects to pass by?
Originally posted by DiscoMan
And the Title Screen level is part of Groovy level, totally diferent.


I knew that; I was using it as an example.
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