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Time: 2013-05-25 08:30:20 PM
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Tip: Check this thread for a list of SMW sound effects.
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You need to set 2BPP GB to be able to see the graphics.

EDIT: It's in GFX29.bin.
Last edited on 2012-02-29 12:34:19 PM by New Hacker.
Nope. It's not the title screen stuff, and then it only works on 4bpp SNES.

EDIT: Green Beach Koopa rank!
Last edited on 2012-02-29 01:47:14 PM by Roads1.
What? I'm actually seeing it.



If you want to edit the border, GFX28.bin.
Huh. Must be a glitch or something. Either way, I don't really need the help anymore. It turns out the item box piece (which I wanted to edit) was stored among other things, near(ish) Reznor.

But thanks anyway!
YET ANOTHER QUESTION!

Where can I find the SMW font for LM? I need it for the end of the Bowser fight for SMWA.

OH YEAH! How do I change the actual name of the hack? In ZSNES, "SUPER MARIOWORLD" shows up at the bottom. How do I change that?
Last edited on 2012-03-01 01:14:04 PM by Roads1.
@Whoissamplequote - You can use Lunar Address to convert PC Address to SNES Address and vice versa.

@Roads1 - For the fisrt question, look if it's this GFX you want:

http://www.smwcentral.net/?p=showexgfx&id=242

And for the second question, check it out the PC address "x081C0" it has 21 bytes.
Is there a fix for the fireball through moving slope glitch??
I don't think that there's a fix for it, but you can edit:

12199$02:9F998 bytesSprite physicsTable for Mario fireball bounce speed. Change to all zeros to make straight fireballs not fly off of slopes at an angle. [Use in conjunction with the fireball hit timer at $029FE4 (PC $0121E4)]


121E4$02:9FE41 byteTimerFireball hit timer. This increases each time a fireball hits an object or a sprite. Changing it to #$01 will fix the bug with straight fireballs where the second fireball will go through objects if the first one is hitting an object. Use in conjunction with the bounce speed table at $029F99 (PC $012199).
I inserted custom music with addmusicM, and I am sure I got it right. Now whenever I jump with the custom music on, it makes an annoying sound effect.

Is there any way I could fix it?
Read this.
Any way to completely disable the overworld so you go directly to a level?
Originally posted by MarioStarLuigi
Any way to completely disable the overworld so you go directly to a level?
This
Originally posted by Masterlink

Alright, I did that. Now, whenever I jump it's fine. But the song itself is now ANNOYING.

Any way to fix that? Or am I missing something?
If the song uses brr samples you need to change the second number of $f3, send me the txt if you don't know what to do.
Last edited on 2012-03-04 07:06:16 PM by Masterlink.
Originally posted by Masterlink
If the song uses brr samples you need to change the second number of $f3, send me the txt if you don't know what to do.

What if the song doesn't? (Mine doesn't use bbr samples.)
Is my best bet for changing the palette animations of the Dragon Coin/Red-Yellow Overworld Levels really just to click randomly and hope for a not-yet-changed frame? Or is there some program/patch/LM feature to change it?
Last edited on 2012-03-05 08:12:16 AM by Roads1.
You can disable color animations (I can't recall it very right, it's the address "x02629" "x02714" and "x0271D") or you can try to edit it.
I would like to know how I would go about changing the palette the smoke from when you have momentum and come to a halt, and the glitter that appears from when you collect a coin.(the smoke is also used when you come out of water or spin-jump onto an enemy)
I tried tweaker and digging around the rom map but found no luck. If anyone knows a hex address or another way of achieving this any help is very appreciated.
Uhm, what is the difference of hitbox and clipping.

Or am I just confusing everything.
Why does this happen???

I have sprite memory 0F, as it should be, the grinders i used in previous room work perfectly, but those look just retarded.
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