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Tip: Only use a few different kinds of enemies per level. Overdoing it can make your level feel disjointed and clunky.
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It's most likely a table located at the start of the graphics routine that's named "properties" or something to that effect, using the YXPPCCCT format.
Code
SubGfx: JSR GetDrawInfo LDA $15F6,X ; \ Store palette information STA $02 ; /


Actually, this is what I found. How would I change this to palette F? And where do you get the numbers for the other palettes?

- BlackMageMario
Just seeing that code it looks like the sprite does read its palette from its .cfg file, but I can't tell conclusively. Could you post the part of the graphics routine that involves a store to the properties table at $0303?
Code
GfxLoopStart: PHX TXA CLC ADC $03 TAX PHX LDA $00 CLC ADC SpriteTileDispX,X STA $0300,Y LDA $01 CLC ADC SpriteTileDispY,X STA $0301,Y LDA SpriteTiles,X STA $0302,Y TXA AND #$01 TAX LDA SpriteGfxFlip,X ORA $02 ORA $64 STA $0303,Y


This?

- BlackMageMario
...yeah, that sprite really should be using the palette from the .cfg file. You didn't forget to save it after editing it or something?
Originally posted by yoshicookiezeus
...yeah, that sprite really should be using the palette from the .cfg file. You didn't forget to save it after editing it or something?


Nope, I did save it. I even checked it after insertion. I wonder what is causing the problem?

- BlackMageMario
Yeah, it should be working. Try toggling something with the .cfg editor (e.g. the "can be jumped on" flag) and see if it works. If that also doesn't work and palette editing also doesn't, then you must be doing something wrong when setting up the config or inserting it into the ROM.
A herp. I am so stupid, I just wasted everyone's time. >_<

I edited the wrong file. Sorry for this guys.

- BlackMageMario
It's fine, we all make stupid mistakes :D
I seem to be having trouble with Iceguy's "P-Switch Shatter/Solid Blocks" For whatever reason after I press the P-switch, instead of ONLY Iceguys custom block shattering, regular blocks also shatter as if it was his block like so.

Any ideas why? Maybe because I have a shitload of his blocks close together? Coz when I went backwards away from the blocks nothing shattered, but when I'm closer to it it does.

Edit: I don't think it's because there's a shitload of blocks, coz I have section where there's only 2 of those blocks and even so some regular tiles still broke. : /
Last edited on 2012-08-04 01:05:07 AM by reghrhre.
Originally posted by ROM map
One of five translevels that will use a dark-background castle intro if the level is set to tileset 1 and a no-Yoshi intro is enabled. This one is 31 (Front Door) by default.


Can someone explain me what does numbr 31 mean? I would like to change that level, but i have no idea how.
Originally posted by Dinomar
Originally posted by ROM map
One of five translevels that will use a dark-background castle intro if the level is set to tileset 1 and a no-Yoshi intro is enabled. This one is 31 (Front Door) by default.


Can someone explain me what does numbr 31 mean? I would like to change that level, but i have no idea how.


Some methods of counting assign the numbers 0-24 and 101-13B for the overworld levels, but other methods assign the numbers 0-5F for these levels.

In this second method of counting, 25 would actually be 101, 26 would actually be 102, etc. In your case, 31 is equal to 10D, which is indeed equal to the Front Door's level number.
A simple method to convert would be:

[Your level number as it appears in LM] - $DC. The level can't be a sub-level.
Aaaaaaah now the concept is much more clear, thanks!
Of course the level can't be a sub-level: it's an intro.
I just completly deleted my statusbar (no graphics, no routines) but my layer 3 BGs still cut off at the point where the statusbar was once. Is there a way of fixing that?
Not sure. I know the game still considers that area Mode1 in two of the three Mode7 level modes, but that probably doesn't help...
The IRQ is still there. Use ersan's IRQ patch to get rid of it.
Last edited on 2012-08-11 08:30:46 AM by wiiqwertyuiop.
It works :3 Thanks for the help ^^

Edit: I get some strange tiles at the to of my layer 3 BG now though. Probably something left from the score and coin counter. Any way of fixing that?

Last edited on 2012-08-10 09:34:57 AM by Undy.
I suppose you missed a GFX routine or something. Open the VRAM document in the documents section and see what the VRAM address is for layer 3, then ctrl+f it in alllog and get rid of it.
Originally posted by reghrhre
I seem to be having trouble with Iceguy's "P-Switch Shatter/Solid Blocks" For whatever reason after I press the P-switch, instead of ONLY Iceguys custom block shattering, regular blocks also shatter as if it was his block like so.

Any ideas why? Maybe because I have a shitload of his blocks close together? Coz when I went backwards away from the blocks nothing shattered, but when I'm closer to it it does.

Edit: I don't think it's because there's a shitload of blocks, coz I have section where there's only 2 of those blocks and even so some regular tiles still broke. : /

Soo... no idea?
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