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Grinders set to start out going to the right will spawn one screen to the left of where you placed them (so that you can have grinders coming from the left in a line-guide level). Might this be your problem?

You can fix it with this hex edit:

Originally posted by the ROM map
0D8F0 | $01:D6F0 | 23 bytes
[...]
xD8FA - X position (low byte) of sprites 65, 66, 67 and 68. Change it to 0F to fix it's x position when it goes to the right. (USE WITH D901)
xD901 - X position (high byte) of sprites 65, 66, 67 and 68. Change it to 00 to fix it's x position when it goes to the right. (USE WITH D8FA)
Yes, and that should fix my problem, thanks.
Can i ask at least something? Do the grinders work only before screen 8? Because looking the original levels, grinders do not go past screen 8, in any level.
I don't see why they shouldn't work after screen 8; adding in a piece of code to make a sprite stop working if placed beyond a certain screen seems spectacularly pointless. And I'm fairly certain that the line-guided grinder shares most of its code with the other line-guided sprites, which do appear in levels longer than eight screens.
Originally posted by yoshicookiezeus
I don't see why they shouldn't work after screen 8; adding in a piece of code to make a sprite stop working if placed beyond a certain screen seems spectacularly pointless. And I'm fairly certain that the line-guided grinder shares most of its code with the other line-guided sprites, which do appear in levels longer than eight screens.


Probably it's a my mistake. but i think SMW is full of glitches like that, and it's even worse, in some cases:



Why does that happen? Mah. Effectively, for curiosity, i would like an explanation to this too.
This is the mwl file, if you don't mind.
Hola

alguien podria tener un documento para modificarlo mi super mario world? porque tengo el lunar magic, pero los archivos que aqui hay la verdad no entiendo como ponerlos y necesito su ayuda para modificar un poco mas mi juego, espero que alguien pueda ayudarme, de antemano gracias

Impulso Carmesi
Originally posted by impulso carmesi
Hola

alguien podria tener un documento para modificarlo mi super mario world? porque tengo el lunar magic, pero los archivos que aqui hay la verdad no entiendo como ponerlos y necesito su ayuda para modificar un poco mas mi juego, espero que alguien pueda ayudarme, de antemano gracias

Impulso Carmesi

Spanish questions fit better here.
Preguntas en español encaja mejor aquí.
1. What timer does the falling spike use to determine when to fall?

2. Is the "Bounce any touching sprites" block from hyper V available for download anywhere?
Originally posted by jesus
1. What timer does the falling spike use to determine when to fall?

According to all.log, it's the self-decrementing sprite table at $1540.

Originally posted by jesus
2. Is the "Bounce any touching sprites" block from hyper V available for download anywhere?


Code
JMP Return : JMP Return : JMP Return JMP Sprite : JMP Sprite : JMP Return : JMP Return Sprite: LDA #$C0 STA $AA,x Return: RTL

Change the C0 to whatever Y speed you want the sprite to have after bouncing.
Last edited on 2012-03-08 02:55:02 PM by yoshicookiezeus.
Thanks a bunch YoshiCookieZeus!

On another note, I just made this muncher graphic thing:



I'd like to insert him as layer 3 but I can't think of a way to convert the image in a way that will work, be of reasonable size, and still look good. Any suggestions?
Last edited on 2012-03-08 09:09:33 PM by jesus.
If you want to convert to Layer 3 you need to reduce the color of this image to 2BPP also if I remember correctly you can have a 128x128 Layer 3 BG without problem. (Or it's 256x256 BG?)
Originally posted by DiscoMan
If you want to convert to Layer 3 you need to reduce the color of this image to 2BPP also if I remember correctly you can have a 128x128 Layer 3 BG without problem. (Or it's 256x256 BG?)


the image is ~200x200 because that's how big I want the muncher to be ingame
Is there anyway to have both the Palace Switch and Switch Blocks in the same level?
@Giant Shy Guy

What do you mean by "Switch blocks"?
The ON/OFF Switches? P-switches? Or custom switch blocks?

But most likely yes.
Just a small question, but I still don't know how to do this...

How do I disable the "reveal this tile by this event" thing completely from here? Tried everything, but nothing worked. :/
Probably nothing. Just erase the level tile and reinsert, setting the configurations again, yeah.
Meh, I was sure there'd be a way to do it properly. But of course, this works too. =/
Originally posted by GeorgeVsSonic
Just a small question, but I still don't know how to do this...

How do I disable the "reveal this tile by this event" thing completely from here? Tried everything, but nothing worked. :/

Try ctrl-click the highlighted event, shift-clicking, alt-clicking, the selected event. Pretty sure one of those things will unselect the event.
what is the opcode for NOT? I need to invert mario's x speed so that negative becomes positive and positive becomes negative.
You could try EOR #$xx or EOR $xx. (But I think that EOR #$xx is the right one...)
so if I do EOR #$FF, all 1s will become 0s and 0s become 1s?
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