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Time: 2013-05-22 03:52:29 AM
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Tip: The music in SMW's default castle/ghost house intros and boss battles can be changed by hex-editing. See 286DB-286E2 in the ROM map.
Order of inserting custom stuff?
Forum Index - SMW Hacking - General SMW Hacking Help - Order of inserting custom stuff?
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Before I'm starting again to insert all my stuff into a new ROM I have some questions.

I have to insert the following things, but in which order? Please sort them by their letters, THANKS.

This is my order, what would you change?

a) expanding ROM to max. size with lunar expand
b) translhextion, nintendo presents sound change
c) n-spc patch by cmd.exe by huflungdu's addmusic
d) inserting patches & searching for freespace by the free space logger
e) inserting my custom music with huflungdu's (OW,LEVEL,TITLE SCREEN,..)
f) inserting my sprites with sprite tool
g) inserting my custom blocks with BTSD
h) testing everything
i1) editing the original SMW GFX 00 - 33 and re-inserting them
i2) creating title screen, intro, credits,...
j) creating the overworld
k) creating a level and insert the ExGFX for this level
l) step k again until everything is done


ROM crash at the latest? e), custom music. maybe too much? i'm not using that much songs but the ROM'll crash in levels when using custom music, OW custom music is working. Hope that you can help me with the order of inserting my stuff. I'm trying to use not that much stuff so that the ROM doesn't overload.
I'd do everything with lunar magic first. Levels, exgfx, overworld, all that before any patches or tools. Some things (like block tool) hijack Lunar Magic routines. Others work around LM routines, or use parts of its code and RAM.
Originally posted by Kaijyuu
I'd do everything with lunar magic first. Levels, exgfx, overworld, all that before any patches or tools. Some things (like block tool) hijack Lunar Magic routines. Others work around LM routines, or use parts of its code and RAM.


Everyone says I have to do the n-spc patch / translhextion edit first.

I think it's a bit strange to create all over 70 levels without blocks and sprites.
Is this a port of an existing hack, or a completely new hack?

If it's a port, then recreating the levels by hand is silly and a waste of time. You can import/export all the levels at once, and it will work fine even without custom blocks and sprites included.

If it's a new hack, well, I'd just add stuff as you need it. Which would probably start with LM.
Originally posted by Kaijyuu
Is this a port of an existing hack, or a completely new hack?

If it's a port, then recreating the levels by hand is silly and a waste of time. You can import/export all the levels at once, and it will work fine even without custom blocks and sprites included.

If it's a new hack, well, I'd just add stuff as you need it. Which would probably start with LM.



Starting from scratch.

Quote
Which would probably start with LM.


What do you mean? The post before?


Maybe my problem is already solved and some ppl know how to fix it, so I'm asking before I start again with Translhextion, then n-spc patch and then the other things. Maybe the n-spc patch from huflungdu clashes with one of my patches like the fadein/fadeout patch or the darken screen patch and so on.
That's a possibility. Are you checking the freespace before you insert each patch?
Excluding LM, I'd start off with inserting patches. Apply the main patches first and get rid of any conflicts and crashes which you have. This shouldn't be a problem if you're using already existing patches and not inserting any custom-made ones.

For blocks and sprites, I think you should add them as you're building your levels. They usually don't cause problems.
Originally posted by Kaijyuu
That's a possibility. Are you checking the freespace before you insert each patch?



If the asm file tells me to set freespace manually I'll do that with the SMW Free Space Logger in the tools section.


At example the Darken Screen patch needs freespace that is manually set, the patches are working ingame, it's just that the music is crashing my ROM, I'm using the ports on this site, some older ports from BlackYoshi's music packs and some other ports from japanese sites, I have no problems with them. If I'm inserting music each song will crash so it's not only the japanese ones, it's something with the freespace I think.

Originally posted by Iceguy

Excluding LM, I'd start off with inserting patches. Apply the main patches first and get rid of any conflicts and crashes which you have. This shouldn't be a problem if you're using already existing patches and not inserting any custom-made ones.

For blocks and sprites, I think you should add them as you're building your levels. They usually don't cause problems.


I'm only using patches from the patches section, no patches that are especially made for me.

Yeah, the blocks and sprites can be inserted later, I want to test my levels but this isn't important for now.

My big problem is just the music, I don't survive the music insertion step.
Does Romi's Sprite Tool mess with anything? I used it before completing my Lunar Magic work since.. well I wanted to use the Bros. and stuff for my design. Haven't touched Block Tool yet, and trying to avoid if I can. Can I do end level, teleport, or add door/exit when enemies defeated with only Sprite Tool? Those are kinda the only things I need besides custom enemies.
Originally posted by aterraformer
Does Romi's Sprite Tool mess with anything? I used it before completing my Lunar Magic work since.. well I wanted to use the Bros. and stuff for my design. Haven't touched Block Tool yet, and trying to avoid if I can. Can I do end level, teleport, or add door/exit when enemies defeated with only Sprite Tool? Those are kinda the only things I need besides custom enemies.


Not really.

Yeah, these ones are sprites/generators so you have to insert them this way as a normal hacker. Sprite insertion never messed my ROM up in my old hacks.
Insert sprites first.

No really, if you don't do this and the sprite code gets saved in a later ROM bank, the sprite won't appear in the level, at least if it has an init routine.

That's what Romi advised me when I asked why sprites weren't appearing and it's generally worked.

So put them in this order:

1. Sprites

2. Maybe blocks/level asm

3. Levels

4. GFX/Music

5. GFX/Music

6. Patches

This is because GFX and music can be stored pretty much anywhere from what I hear.
Is it possible to fix the issue with sprites, or does the SNES not have enough RAM to mirror the problem locations?
I'd think it would be, but you'd have to use some kind of long addressing or something. I don't know how it works, but Romi's message was as follows:

Code
Hi. I 'assume' it's due to the bank. When sprites are inserted, they try to occupy free space from fore banks, and if sprites are too many, some might end up settling in rear banks. Typically sprites have the "phb : phk : plb : *blah* : plb" code to be able to access the ROM conveniently, however, if the sprites were inserted, assuming your ROM type is LoROM, at the bank $40 or behind, namely $200000~ in PC address without the header, they would be unable to directly read from or write to RAM $7E:0100~$7E:1FFF in which sprites' basic information is stored without particularly specifying the bank with 24-bit address, because if the data bank was set to $40 or behind, except $7E of course, the direct 16-bit address would be no longer mirrored to the RAM. So first you might want to confirm where your sprites have been inserted from the sprite tool's output. And if they were at where I mentioned, the following might work. 1. back up your ROM (needless to say? :p) 2. Remove all ExGFX, custom music, etc. from your ROM. 3. Reinsert your sprites, hoping all the sprites will be in the fore banks. 4. Reinsert your data resource which you erased in the step 2 The step 2 is for hopefully making some space for sprites before the bank $40 where data resource might have been previously taken up so that sprites instead could be in there.
1. expanding rom with lunar expand to max. size (4MB)
2. hex edit introsound with translhextion
3. inserting my patches, setting freespace for 1-2 patches with the smw free space logger
4.inserting my sprites
5. inserting my music
6. inserting my blocks (only 2 or 3)
7. while creating the levels - inserting ExGFX.

okay? any known bugs appearing when doing something in this order?

i'll try not to use that much stuff, i've never finished a really big hack so i don't know how much i can use/create until the rom is exploding. known hacks like mario gives up and so on don't use a special patch or something to expand, just lunar expand or something, right? i haven't ever heard of a special tool or something, so the question is senseless i think.
For me is this:

1. Patches/LevelASM

2. Custom Sprites

3. Levels

4. GFX/Music

5. Overworld

6. Title Screen

7. Fixes in Translhextion.
Most tutorials tell me to insert the N-SPC patch right after expanding my clean rom, is it that important?
The order of patches is unimportant unless it specifically hijacks or modifies something outside of vanilla SMW.

For the most part, you don't need to worry about order-of-application conflicts outside of stuff that hijacks LM routines (which is pretty much just the various Block Tools).
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