Tip: If you make a change to your ROM that you regret, just go to File > Restore > Restore ROM to Previous State in the menu. From there, you can select a restore point and revert your ROM to a previous state.
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News: SMW Hacking Questions
Ask your SMW hacking questions here.
... in fact, just ask any type of *game* hacking questions in this article.
Hai! Uh, why do my grinders keep going behind the BG? It's really frickin' annoying. I know it's probably in the level mode, but I need the specific level mode I'm using because I have Layer 3 mist.
Hey uhm trying to make it so the camera won't scroll up to a certain point (or coordinate). I have a hunch the address to do this is $4D, just not sure how to use it.
THE EVIL CHEEPO!!!!! - Track 40? i don't remember there being a Track 40 in Kirby 64, only up to 39. maybe if you could tell the name.
For the side note: Both can. in Snes9x, go to Config -> Video -> Filter -> Super2xSaI. in ZSnes, go to Config -> Video (Make sure in Modes, it allows filters (D)) -> Filters, then check the box saying SUPER 2XSAI.
Yoshi 4000 - You have to use SPC2MIDI (Note that you will have to input the instruments (Options -> Advanced Setting) and length of the songs (This appears once you Save the Midi)) then convert it like other people do (using TinyMM then looping the song, putting in channels, etc.)
I'm looking for a song I want to use for a level I'm making, but I can't find a port of it or a good Midi to try to make it myself. It is track number 40 in Kirby 64,(I think it was the soundtrack for the race mini-game) and I've heard it used in a few levels before. Has is been ripped and I just missed it, or did the people that used it rip it themselves?
Also as a side note: What SNES emulator has the feature to smoothe out the pixels of the game, and what menu is it under? I can't seem to find it, and I know it was either SNES9x or ZSNES.
Yonowaaru - Change the palette of the tile. if you don't know how, open the Map16 Editor and click on the tile then on the bottom will be a button named "Edit 16x16 attributes", in the middle left dropdown box will be the palette.
How do you make tiles in the background change to a different colour than the foreground? Because otherwise background/foreground difference is ... none.
Does anyone know a way to deliberately make colors fade in during the goal scene?
That is, something is black before the goal fade-out (and blends in with the background), but shows up after defeating the boss in that room?
(This is not an ASM request-- I'm wondering if it can be done with Lunar Magic (whether it's an old version without fade fix or the new version with more ExAnimation).)
@Lynnes - Yes it's included with Lunar Magic since i answered his question. But Lunar Magic didn't include one for Vertical levels so i guess people would use that code for Vertical levels but they can use Level Mode 0E/0F for Horizontal Levels
This is the music I plan on submitting for the Idol's seventh round. Because only certain instruments are allowed this round, I had to be a little creative with what I had.
If anyone wants to hear the original version, here's a video of it.
I was wondering something about the teletime block. Does mario have to be touching it to work or does he touch it to activate the effect . Or is it simply active by putting it in the level? If someone could tell me that would be great.
Oh hey, thanks WYE, that sure was easy. And mszegedy, just apply HDMA 3.5 in the patches section, that should fix it.
Actually, I have another question, this one pertains to Noobish's nofile patch. You see, I want to add a sound effect to when Mario starts a new file, but since the file isn't commented, I have no idea where to put it. So, where would I put it?
@Lynnes: Huh. I've been having the opposite problem, except with a handmade HDMA generator sprite (it reads exactly like Guiga's HDMA generators: print INIT RTL print main lotsacode RTL tables). When Mario gets Game Over'd, I can still see the HDMA on the Game Over screen. Anybody know what causes this?
Oh, and I'm still having the same HDMA problem.
@Taven What graphics are you using? What is the level mode? What layer are the graphics on, and are they 4BPP?
EDIT: Oh, wait- you're using the Cutscene Tool? Have you inserted the GFX correctly (in the right spots and whatnot)?
I'm trying to make some cutscenes, with that cutscene tool that insert as a generator, but something happen when i test it, look:
Sorry the bad english i'm from brazil
It's pretty easy, Lynnes. i had the exact same problem, and it turned out all I had to change was the 15 in CMP #$15 BCS EndHDMA to 17 (talking about HDMA v3.5). ;)
I doubt anyone will answer this because because this post is buried in the news section now, but whatever. I've noticed that whenever I have HDMA in a level and Mario dies, the HDMA will disappear at the end of his death sequence. I've applied Ice Man's HDMA 3.5 a while ago, but I guess it doesn't fix that. Thanks.
21F22 $04:9D22 2 bytes Coordinate Position of OW level names. Increase/decrease by 1 to make it move up to the right/left, increase/decrease by 20 to make it move down/upwards.
Note that #$8B should be considered the low byte for the address, not #$50.
I want to move the level names left by 1 tile, what do i change?
I dont seem to be changing it atall no matter what i do :/
@Puffy - 85 = STA $xx, 8D = STA $xxxx, 8F = STA $xxxxxx, 60 = RTS. Also the example code is wrong, it's supposed to be
A9 02 ?? 19 00 ??
if you ever look into bin files, you'll notice that when you write something that is 2 bytes, it's written backwards so the 2nd byte goes first than the 1st byte.
Download the Hex2ASM document to know what each one stands for
(Also, the code can be reduced to A9 02 85 19 60)
In machine code a byte can never have more then 2 digits, right? Hope I'm explain' this correctly..
A9 02 ?? 0019 ??
Ignore the question marks; I don't know what STA, and RTS are in bin, thats all. I just made this up as an example code, its suppose to give you a cape. Oh, and if someone could tell me what STA/RTS are in machine, then that'd be great.
Oh. Well, they don't have any default way you could insert them into a level, so you will have to invent some of your own. Try a generator sprite- those totally work. (And in that case you would have to put it in SP4 or the like.)
yeah, I know their there, but what slot do I put it in? I tried putting it in sp4, still glitched GFX. sp3, semi glitched gfx ( fizzling away frames worked right) I guess I could try the toher slots, but I dont see what that could do. (if this works im gonna ikc myself in the butt)
...or you could just use YYCHR. Of course, if you wanted the 1-up mushroom to have separate GFX then you would use the fifth byte of that offset and YYCHR.
@flareblade26 They should display correctly in any case; however, if you're asking where their graphics are located, I'm pretty sure it's GFX22.
A copy of a PM I sent to Kaijiyu or who. I thought I might get the answer faster this way.
Originally posted by mszegedy
Hallo! Well, I followed your HDMA tutorial today to make my first HDMA gradient, as the original was too bright (I just did a cheap ripoff of Bluesky HDMA and rearranged the values; I never even changed the title in the comments). I originally arranged my own piece of HDMA, but it kept crashing (I assumed it was because my values in the tables somehow exceeded the 200 scanline limit but later found out that it was because of a missing RTL). So, I used the following code:
Code
;;;;;;;;;;;;;;;;;;;;;;;;;
;;;Blue Sky HDMA;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;
;;;By Guiga;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;
;;;Insert as generator;;;
;;;;;;;;;;;;;;;;;;;;;;;;;
print "INIT ",pc
RTL
print "MAIN ",pc
REP #$20 ; 16 bit A
LDA #$3200 ; $43X0 = 00
STA $4330 ; $43x1 = 32
LDA #LVLRED ; 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 #LVLGREEN ; 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 #LVLBLUE ; 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 ;
RTL
LVLRED:
db $40,$22
db $06,$22
db $06,$22
db $06,$22
db $06,$22
db $06,$22
db $05,$22
db $05,$22
db $05,$22
db $05,$22
db $05,$22
db $05,$22
db $00
LVLGREEN:
db $40,$50
db $06,$4F
db $06,$4E
db $06,$4D
db $06,$4C
db $06,$4B
db $05,$4A
db $05,$49
db $05,$48
db $05,$47
db $05,$46
db $05,$45
db $00
LVLBLUE:
db $40,$81
db $06,$81
db $06,$81
db $06,$81
db $06,$81
db $06,$81
db $05,$81
db $05,$81
db $05,$81
db $05,$81
db $05,$81
db $05,$81
db $00
and got this.
How can I change the bottom color to be different from black? I don't see any values indicating black (I would, in fact, like it to be a fairly dark green).
@Yoshi 4000: Combine some of them. Sometimes you have to sacrifice accuracy. You might actually want to use less than 8 channels, as if you use all 8 the sound effects will be overwritten.
I'm trying to port the Titan Dweevil Theme from Pikmin 2. However, when I open the .mid (or is it .mll?), it makes the channel number go up to 16 from 3! How do I port that?! It has over 8 Channels!
:/ I'm having a major problem with a coin counter I'm making. For some reason it just obliterates level 105's code (leaving freezes or a single screen with an invisible floor AND a single tile BG... or just randomness in general) It also freezes the game when the goal post is triggered... Can someone help?
The patch is here: http://bin.smwcentral.net/25826/5DigitCoinCounter(incomplete).asm
Does anyone know if .dbk files save the addresses in the ROM where the block was inserted? I renamed an old .dbk for a new hack because I didn't want to reinsert hundreds of blocks by hand and it killed my music and sounds inserted with Romi's addmusic.
@randoguy101 - the Destination is the color which it overwrites. Also, the colors is how much color squares it will overwrite for that one palette exanimation. Usually i would just put 1.
Well... only the colors 0 and 1 of the palletes are hardcoded. The others should change normally with LM, but it simply don´t work with palletes 0, 1 and 2! Help us (me and Awsomest 14), please!
@DSC- Thats the same problem I've been having, apparently, the pallets 0-3 are hardcoded. There is a way to unhardcode them with hex edits but nobody has told me how yet...
In YY-CHR; where is the part of the blue Item-Holder's frame? I want to edit it. Also: In the "THE END" picture in the end of the game, I want to remove the picture of Mario, Luigi and Peach together. So far I've removed most of them, but I can't find the lower part of Peach's dress. I must be awfully tired to miss such a thing, but I cant find those 2 things in the YY-CHR. Direction or a picture would be greatly appreciated.
Bleh. Does anyone feel like helping me figure out the routine at $009D38? It's a stripe image routine for part of the titlescreen, but the data loaded doesn't seem to reflect the tiles that are actually used, for some reason. Of course, it would help if I actually understood the format of $7F837D...why isn't that mentioned in the description in the RAM map?
I downloaded some custom blocks, however one of them isnt working right. The block is supposed to let only mario pass, and it does, however it acts like a cloud or rope to him. Help?
JMP Mario : JMP Mario : JMP Mario : JMP Sprite : JMP Sprite : JMP End : JMP End
Sprite:
LDY #$01 ;\
LDA #$30 ; |Act like a cement block
STA $1693 ;/
RTL
Mario:
RTL
End:
RTL
Thats the code
It is set to act like tile 25 in the map 16 editor.
edit: @above make a shelles yellow koopa go into any shell. it does not have a number.
@Awsomest 14 - What palette were you using? If it's a palette from 0-3, they won't appear correctly in-game because those are hardcoded to stay the same color always. even if you try to change the colors, it won't work.
@Senjan - Usually Big tiles would mean that they would save the game after beaten and a small would not save the game after beaten. You can set it to save the game in it's properties. (The place where you specify to Enable Up, Down, Left, Right, Set to which event to mae he level tile pop up, etc.)
@Riotman898 - Porcupuffers work with either layer 3 tide or normal water but when you put a object (ex. Left Edge for grassland) where the animated water stops, it will fall through it so you have to change some map16 tiles to act like water so it doesn't fall through. (make sure you don't right click on the Original Objects when you change it to act like water and change whether or not to make it have layer priority.)
Forget my last question, accidentally must have hit some kind of shortcut key, because the animation option was set to off. Is there a list of these things around somewhere?
How can I get Lunar Magic to start showing the exanimation for levels again? The animation works fine when the hack is played in an emulator, but Lunar Magic doesn't show anything as animated, and the settings meant to be solve this don't seem to work.
How can I choose what message the NPCV3 sprite Displays? I've followed it says in the .asm file, but I always get the Welcome To Dinosaur Land Message, is there a way to make it display a specific message?
I have a lot of crap in my hack, and the area up to 2 MB is getting cramped, so I expanded to 4 MB.
I tried patching something to a hirom address and it works in game, but as soon as it makes an .srm file and I restart the game, things get screwy with the stuff I have patched in LoRom.
The only thing I can think might be causing the issue is Extreme Fast Rom. Would I be right in this assumption? If so, how do I resolve this?
Thanks!
Also, why didn't they just keep the current forum up and running and make a dummy forum to code and test in? Not like it matters to me, Über lurker that I am.
@ZMann: i've already tried that but it doesn't work,
in the readme it says something about framework, but the program run just fine except the insert block. whats the problem?
With OW hacking, how do you use more than 2 palettes?
Because palette 5 and 7 already have the yellow and green switch in place, you can't really change that colour, can you?
Kipernal: And you can't replace the sample globally? You can edit the default bank in Sample Tool, too.
No, because there is no "coin" sample. The sound effect you hear when you grab a coin is two notes played in quick succession with instrument @3 to sound like a coin. Even if you globally changed sample 3 to sound like something other that what it is now (a marimba), you'd end up screwing up all sorts of other things, like Yoshi's stomping sound effect, the egg hatching sound effect, the 1-UP sound effect, the P-Switch music, the item-goes-into-your-reserve-box sound effect, etc etc. Essentially, you need your own sound effect. You can't just replace the old one.
Kipernal: And you can't replace the sample globally? You can edit the default bank in Sample Tool, too.
What is the largest possible value of $00FFD8? The default value in SMW is 01, indicating that $700000-$7007FF can be used. I've heard that in a SMW ROM, it can go as high as...08? I don't remember exactly. But what if I set it to something higher than that? If I set $00FFD8 to 40, for example, would $700000-$71FFFF then be usable as SRAM? Also, it couldn't possible go higher than FF no matter how you slice it, which means that anything above $7F8000 (or possibly $780000) would be unusable as SRAM. So what is the purpose of $780000-$7DFFFF? Are they open bus? (And in fact, this question applies to the SNES in general, not just SMW.)
Fake edit: Well, 07 appears to be the maximum value in SMW, which gives 128 KB from $700000-$71FFFF (I guess). So what is the purpose of $720000-$7DFFFF?
@Zone355 - When you Insert a Dynamic Sprite, it loads it's graphics into the last 4 rows of SP4 so you can't see it in Lunar Magic but you will be able to see it in-game. (Basically it loads graphics like the player sprite does, the only difference is that mario's graphics are loaded into SP1 which are DMA Graphics)
I'm having troubles with Dynamic sprites. I inserted the patch correctly using XKAS, and I inserted the sprite with SpriteTool (Latest version). My question is, if the GFX of the sprite needs to be in the same location as the ASM. How am I supposed to load the graphic for it then? Do I drag the ASM and the GFX into the ExGFX folder? Thanks for the help.
Hey, how do you replace a SMW sample with a YI sample? Like replace the coin sound effect in SMW with the YI coin sound? I want it to be global, so I can't use SampleTool. Something with SNESSOR perhaps? Which bring me to the fact that I don't know how to use SNESSOR, so yeah. Can someone help me?
This is how I would do it:
1. Make a sound effect file that sounds like the YI coin (Sound effect files are almost identical to music files, I.E. choose the instrument and play the same notes that the YI coin SFX plays.)
2. Insert it with Romi's Addmusic.
3. Change $05:B34E to the sound effect number you inserted the coin SFX file as.
Hey, how do you replace a SMW sample with a YI sample? Like replace the coin sound effect in SMW with the YI coin sound? I want it to be global, so I can't use SampleTool. Something with SNESSOR perhaps? Which bring me to the fact that I don't know how to use SNESSOR, so yeah. Can someone help me?
@iRhyiku: no no no no no, you got it all wrong i want to patch the acual rom in the acual cartriage, i want to do that because the way you pointed out is way to expensive for me.
do you no of a program that i could use to dump the data to and from the cartriage?
@russsrox11: get the original SMW cart, turn it upside down and shake it, some data should fall out, put that in your through your HD and change the ROM, carefully put it back in the cart and your good to go.
Hiya folks! I was just wondering if its possible to repaint the Reznor's rolling platform where it says "REZNOR"? I want to write something else there, but I cant find it in YY-CHR I think. Must be because of all the turnings its hiding somewhere else. Can I edit that somehow?
You can but you need to use this tool to make it editable in 4BPP (Reason being is that GFX27 is stored in 3BPP which isn't editable straight in YY-CHR so you have to convert it into 4BPP to edit it then back into 3BPP so the graphics can show up)
@Below post - Don't you mean Extended Object rather than Standard?
Hiya folks! I was just wondering if its possible to repaint the Reznor's rolling platform where it says "REZNOR"? I want to write something else there, but I cant find it in YY-CHR I think. Must be because of all the turnings its hiding somewhere else. Can I edit that somehow?
Hello,I need help.
I've made a sub map in the special world but when I enter in a VERTICAL level in this map, when I exit the level, it glitched like in this image:
Can someone tell me how to fix this please?
I FOUND A GLITCH IN LUNAR MAGIC AND I'M NOT SURE IF IT HAS BEEN DOCUMENTED AND/OR FIXED IN 1.71 SO I SHALL STATE IT HERE:
In a vertical level with Layer 2 set as a level, you cannot drag objects around on the second layer. You must copy them to a new position and delete the old. You cannot even drag if you hold down the right mouse button after spawning an object. Stretching and shrinking works, thank GOD, or I'd be pissed. Wel more than I am.
A copy of a PM I sent to Kaijiyu or who. I thought I might get the answer faster this way.
Originally posted by mszegedy
Hallo! Well, I followed your HDMA tutorial today to make my first HDMA gradient, as the original was too bright (I just did a cheap ripoff of Bluesky HDMA and rearranged the values; I never even changed the title in the comments). I originally arranged my own piece of HDMA, but it kept crashing (I assumed it was because my values in the tables somehow exceeded the 200 scanline limit but later found out that it was because of a missing RTL). So, I used the following code:
Code
;;;;;;;;;;;;;;;;;;;;;;;;;
;;;Blue Sky HDMA;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;
;;;By Guiga;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;
;;;Insert as generator;;;
;;;;;;;;;;;;;;;;;;;;;;;;;
print "INIT ",pc
RTL
print "MAIN ",pc
REP #$20 ; 16 bit A
LDA #$3200 ; $43X0 = 00
STA $4330 ; $43x1 = 32
LDA #LVLRED ; 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 #LVLGREEN ; 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 #LVLBLUE ; 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 ;
RTL
LVLRED:
db $40,$22
db $06,$22
db $06,$22
db $06,$22
db $06,$22
db $06,$22
db $05,$22
db $05,$22
db $05,$22
db $05,$22
db $05,$22
db $05,$22
db $00
LVLGREEN:
db $40,$50
db $06,$4F
db $06,$4E
db $06,$4D
db $06,$4C
db $06,$4B
db $05,$4A
db $05,$49
db $05,$48
db $05,$47
db $05,$46
db $05,$45
db $00
LVLBLUE:
db $40,$81
db $06,$81
db $06,$81
db $06,$81
db $06,$81
db $06,$81
db $05,$81
db $05,$81
db $05,$81
db $05,$81
db $05,$81
db $05,$81
db $00
and got this.
How can I change the bottom color to be different from black? I don't see any values indicating black (I would, in fact, like it to be a fairly dark green).
Can any of you help me out? I want to insert a new background into the Map16x16 editor, but when I do, I can't post anything from that page into the background (the icon with the leaves). There's like 10-20 pages after that but none of them will let me post any thing from it into the back ground.
just like blocktool super deluxe and sprite tool, i want to make powerup tool and i want it to work exactly like bocktool super deluxe only with power ups tho, how would i make that?
Okay, is it possible at all to make different Map16 tiles that can act like the line guide ends (tiles 96-99)? Because whenever I try, the tiles do nothing to stop line-guided platforms from falling off the ends.
Hi.
Please,could you respond to me,what is the value in hex who is need to be entered to disable item when reaching a goal point,carrying an ennemie?
If nobody know,is there a possibility to have patch?!?
(because it's realy important for my hack...)
Thanks.
Fakeoutmaster, make sure the level mode (Mario head) is set to a horizantal layer 2 level. Then go to level>Enable custom palette. After that click on the rainbow star and set the back area color to black (or whatever color).
After that you are ready to use the ExGFX you downloaded and stuff. One word on layer 1 then another on layer 2 then another on layer 1 etc.
Hey, I inserted the Donut Block (and sprite) into my ROM. Everything is fine, palettes are correct, function is correct, except for one weird issue. You see, if you jump before the donut block falls, it just turns into a passable grey block (not cement.) The Map16 "tile acts like" is set to 130. So... what's the fix (Note: The sprite was inserted as sprite 85, as instructed.
Hey, I'm trying to figure out how to make text cutscenes, but the tutorial has me confused on how to do it. I understand everything up to
" Open up the 16x16 Editor, and set up your page so it looks something like this:
*insert pic here*
Pay close attention to the tiles inside the red box. You need to set it up so that there are 2 tiles for each letter/symbol. One on the right side of the tile, and one on the left side of the tile, there’s a reason why I set it up this way, and I’ll explain why."
The reason i'm confused is that they don't say how to do it.
@Error 52: Not sure what you mean by that. I've only been using Romi's AddMusic.
The P-Switch was the only default music I switched with a custom, and this was the only occasion where I'm having issues.
Question: I used Tweaker to make Yoshi not eat bullet bills but baby yoshi can still eat them. Can I hex edit something to make this happen. I dont want a patch, just and adress(s) to change. Thanks.
Did you change addmusics? If so, then that would mean that if the P-Switch music is playing then the game crashes. Also you would have to switch to a new rom.
Here's what just happened.
I was playtesting a Ghost House I made.
After getting the P-Switch, I took it to where I placed the invisible door, pressed it, and went inside it.
For some reason though, the door did not take me to the exit map I had designated.
It took me to a black screen, where I could only hear the custom P-Switch music looping without end.
Okay, I applied the Piranha Plant Fix Patch Fix to my ROM with the graphics page changed to SP2. I applied the ExGFX to my level (unfortunately due to my Layer 2 BG, I can't see a thing of it, but that will be fixed), and the Piranha Plant shows up perfectly in Lunar Magic… except that the stem is red. How do I fix my VRAM? I applied the patch to fix the red stem itself, and I applied the ExGFX before I applied the patch. When I saw the red stem I thought, "oh if you insist" and applied the patch. But the stem is still red…
Yes, I set the freespace correctly. The second time, anyway.
How do I properly set the screen positioning for when Mario enters a level through a secondary entrance? I actually ended up killing Mario because the screen started too high from where Mario re-entered the no-vertical level.
How can I choose what message the NPC sprite Displays? I can't make heads or tails of what is says in the asm file for how to do it. I'm using the NPCv3 sprite.
You can't insert OW Palette files since FuSoYa didn't add in a option for that to happen so you have to copy the palette manually by putting it into a level then copy it from the level to the OW.
Indirectly there is a way to do this, however for some reason some people are able to make it work and some not. You can transfer overworld palettes through the inserting/extracting of the shared palettes. However like I said it only works for some people, as seen in the past.
@Sonic Speed - You can't insert OW Palette files since FuSoYa didn't add in a option for that to happen so you have to copy the palette manually by putting it into a level then copy it from the level to the OW
Zildjian, try and change the item memory index setting. IIRC, its on the Mario head. If its not there, its most likely on the door with a one on it. I havent used 1.63 in forever.
Sonic speed, I have no idea, havent inserted any ow palettes before.
How do I insert custom palettes into my overworld. I just can't figure this out. And without this I can't put my asm files in that I want to because it won't be any good! HELP!
Strangely enough, making a new INI file and pasting over the text from the old one made it work. I guess you can't INIT Addmusic with an INI file that's already filled out with songs.
Also, $C100, which is used as free ram in the INI file, seems to be used by Lunar Magic. I made a patch on a fresh ROM with LM to write it to the status bar to check and it had a value stored. I used $C6E0 instead.
@ASM
I remember that happening to me once, it think it was more of the song's fault rather then lunar magic. either something's just wrong with the song, or you will need to use the MORE patch. Either way, i doubt it's lunar magic.
There seems to be a compatibility problem with Romi's Addmusic and the new Lunar Magic. Can anyone else confirm this?
At first I thought it was because I had sprites and patches in my ROM, but then I tried it on a fresh ROM that I opened in LM 1.71 just to expand.
First, I ran "Addmusic.exe ROM.smc -se" in the prompt. Everything inserted just fine, and I am even able to play some custom sound effects without any problems.
Then, I ran "Addmusic.exe ROM.smc" in the prompt and it says that the insertion was successful.
Finally, I set an overworld custom music on Yoshi's Island and it plays without a problem. I set a custom song in level 105, and it FREEZES AT MARIO START!
This doesn't happen with the old version of Lunar Magic.
Does anyone know what this is? I've seen a lot of Japanese hacks that can't be viewed correctly in Lunar Magic (even with Recover Lunar Magic) and seem to freeze ZSnes near enough instantly if you accidentally patch them to a ROM expanded to 1MB in Lunar Magic. I think it might be some fancy Japanese hack protection technology or something here, because I want to know why exactly only these hacks mess up easily.
I mean, I didn't originally realise that I must have accidentally loaded the blank SMW ROM in Lunar Magic before, but it sure didn't cause any hacks gotten here to freeze after being patched, and even the hack I'm working on, which is about as full of custom stuff as I can imagine worked fine.
So yeah, what's the deal with this Super Mario LD hack or whatever, and how come it so often freezes ZSnes? Heck, when I managed to open it in Lunar Magic, it said something like the graphics were in the wrong format.
using the zsnes's F1 feature then selecting "save SPC data", i managed to get the SPC's from different games. but i need to have a MIDI for inserting them. so i downloaded SPC2MIDI and open up the SPC file in it, but when i go to save it as a MIDI, it's only the length of how long i listened to it ( so if i opened it, waited 3 seconds, then saved it, it would only be 3 seconds long. ) so is there a way to make it detect how long the SPC is, and where it loops ?
Make custom time limits, e.g. 30seconds compared to the previous minimum of 200.
Click the Music Note button in Lunar Magic and check "Bypass the Time Limit" and put how much time you want the player to start with.
Originally posted by FreekyGun
How to make custom message blocks. I have managed to get the block that has message 1 or message 2 depending on its x position, but how do I make more?
In the OW Editor, Click the Message Box Icon, there will be the messages to show in each level (Note: If you put a Message Box in a Sub-level (Levels 25-FF, 13C-1FF) the message it will show is what level you entered from the OW)
Edit: Oh wait, i misread your 2nd question, you would have to use the Info Box DX and edit it
Can someone please explain to me how to:
Make custom time limits, e.g. 30seconds compared to the previous minimum of 200.
and
How to make custom message blocks. I have managed to get the block that has message 1 or message 2 depending on its x position, but how do I make more?
@Ramp202: I already tried porting the graphics over to GFX files and resaving over the old ExGFX. It doesn't seem to work. I'll have to try some more when I can on Friday, I can't until then. Thanks anyways.
@FakeoutMaster: might I ask how you fixed it? Please? o_o
Well then you can't since it's tileset specific and other tiles will overwrite it and not make it act like it's supposed to. the only thing to do would be a line segment (which you said)
-_- I didn't want to use the underground tileset though. See, I basically have what could be considered a forest swamp (with green swamp goo as lava), with the overhanging treetop ceiling, tree trunks, etc. I've got the level all laid out, I'm just trying to get the floating skulls to work.
If all else fails, I'll have to do something more ghetto, like using a line-guided platform instead.
Is there any way to make floating skulls work on the animated surface lava (the kind used in non-underground places), or will I need to find some way to get underground lava into a different tileset?
Use the Underground tileset then make the Animated lava with ExAnimation
Is there any way to make floating skulls work on the animated surface lava (the kind used in non-underground places), or will I need to find some way to get underground lava into a different tileset?
@LaularuKyrumo - Usually that wasn't supposed to happen in SMW, but sometimes the graphics for the platform and other stuff doesn't get loaded correctly and it will show garbled pieces of crap (The Mode7 stuff are loaded in 3BPP, what you just showed was the graphics loaded in 4BPP)
how do you insert the HDMA Gradient sprites with sprite tool with out it stopping and saying "Second Pass Yielded a different file size, wtf mate?" (I have no idea what it means by that, as far as i know, i'm doing all that i know about normally inserting sprites, due to there being no real instructions that came with the HDMA Gradient sprites when i downloaded them, i have no idea whats going on.)
I have a problem: any horizontal layer 2 mode will crash the game. I'm using the SMB3 powerdown patch, SMB3 koopas patch, the classic fireball patch, and LM 1.71 (a possible factor with those patches).
Having issues with my ExGFX80.bin file. It says it's too large, i check the file and fix it the way everyone says to, it's the right size, but the minute i load it into lunar magic, It's 8kb and too large again! I'm serious, it says 4kb, then when i load it into lunar magic, it says 8kb. I'm about ready to cry, because I need those ExGFX fixed or my rom is unplayable, because i'm using them for the password blocks.
What ram address determines Mario's death, if there is one? I've looked through several times, but couldn't find any. I want to compare Mario's death, and branch if equal to somethin' else.
You see, in a new level I'm making I take advantage of the extra graphic slots. The slots use ExGFX files. However, whenever I scroll to one level in particular(as this doesn't happen in other levels that use the slots) it presents me with this message:
Now, whenever I play my level, it's a mess of glitches. For one thing, whenever I leave the screen- and I mean VISIBLE screen, not screen as in screen exits and such- the game bombards me with a salvo of garbage tiles:
It seems it overwrites all old normal tiles with random tiles. Even when I return to a previously ungarbled area, it's garbled. The damage worsens throughout the level...
Now, I'm wondering how to fix this. I'm pretty sure it has something to do with the ExGFX files, and NOT LM or the ROM.
Any help would be greatly appreciated. I'd be thankful if you'd PM, or, if it's more convenient, just post in this "thread", how to solve this issue.
Thanks.
EDIT: I forgot to mention another issue it causes. It messes up what certain blocks act like. You can swim through tile 25, walk through tile 1. It just messes how they act up.
And on an unrelated note, thanks HyperShadow32, but how do I get it to ignore everything BEFORE the slash? Do I use a different symbol? I've ported before, but suck at looping. Also, I have no idea how to edit the Mode 7 graphics in Super Mario Kart like the pipes that stick out of the track and the track tilesets. There is a lot of static in the tile editor that I thought was ROM data, but there is no setting for the graphics that make the tilesets visible. I think they are compressed. How do I decompress them? And one last thing, what are some sites I can get MIDIs resequenced? I haven't found the right place in the forums to ask (they're down anyways) and I haven't had any luck on VGMusic. Do you know of any threads, forums, sites or specific people I could ask that wouldn't mind helping? I don't want to end up just using ports already here for songs I don't want to use in my SMK hack (although it might be interesting to make an SMW tileset or two and just insert the original txt file for that song, but only if I end up adding more cups [in which case I will also add some extra characters that people and computers can select from and still keep only 8 per race]).
@Volke: I've had the same problem. I'm pretty sure it's not the right ROM. Try looking in the help files for any hints at what reigon the ROM needs to be from, and just in case download every version of that game from every reigon (usually just 1 or 2 updates if any are made after release and there are usually only Japanese (J), European (E) and USA (U) ROMs).
Hi!
I post my question by another way:
How can I edit some HEX to win just a coin when I pass the goal point with an ennemie?
Because I've edited that line as ramp told me: 07D40(with 64),but
I don't want an unused sprite,just a coin!
And because this is very important for my hack,I realy need help...
Thanks for advance!
Edit:
There's no response yet,and I can't finish my hack without that...
what should i do if i have HuFlungDu's double jump patch inserted, but i want to insert Araragi's multi jump patch ? will i have to re-start, is there a way to get rid of a patch or will the multi-jump patch overwrite the double jump patch ?
@ ninja boy
Its in YXPPCCCT format, so it goes like this:
00 - palette 8
02 - palette 9
04 - palette A
06 - palette B
08 - palette C
0A - palette D
0C - palette C
0E - palette D
If the graphics are on the second sprite page (which they are in your case), add 1 to the number. The On-Off block uses palette B, which would be 07, since its on the second page.
well by this the right address to edit should be 1098E (might be 1098F) buy that address says it reads from palette 07 and 1098F says it reads palette 00.
I am kind of confused by this because if I change 1098E (07) to 04 it changes the sprite from the correct bounce block to the corresponding tile sprite page 1 (the turtle shell)
@Ascaska it seems it uses palette B (3 in the sprite list?) but I would like to change that whats the actual name of the sprite in tweaker or does it not exist in the list?
@GeminiRage: To fix the problems with sprites disappearing, try changing around the sprite memory settings. (I think setting it to 01 works best with the swinging brown platform.) If none of the settings seem to work well enough, patch your rom with the No More Sprite Tile Limits patch and set the sprite memory to 10.
1) What does $F2 do, and what is the format?
2) I am well aware that $E5 $XX $YY, where $XX >= 80, is used for loading samples with Carol's MORE.bin. But $E5 $XX $YY $ZZ, where XX is less than 80, is apparently a tremolo command. What is the XX here?
Well, I figured out that Layer 3 issue before you responded, but there's still one more problem; for some reason, the sprites are glitchy. Part of that swinging platform turns into a cloud, and a few of the Koopa Troopas further in the stage turn invisible.
@GeminiRage: Layer 3 is set to "tileset-specific" on an unfavorable tileset. Just change the Layer 3 setting to "No Layer 3" and the glitchy cage will be gone.
Now to convert the MIDI into MML file. Just drag & drop the midi over tinymm.exe and it will automatically genereate the MML file for you. Then open the MML file in the text editor of your choice.
When I drag and Drop my midi file into tinymm, I get a blank .mml file which is 0kb.
Can anyone help?
EDIT: I redownloaded tinymm and I get the same problem.
Marioman: The HDMA ripper comes with a txt file that has the basic code already set up, you just need to copypaste it into your levelasm file. Afterwards, you'll copy the HDMA table the tool itself outputs and paste that at the appropriate place.
Hello. I downloaded some FG "graphics" and there are a lot of files... and I don't know what to do with a single one! This is my first time trying to edit the FG, so I don't know much.
Marioman, I never used it, but I think the ripper only outputs the tables, so you would have to add the normal HDMA activation code yourself. Not sure though.
But I don't know what it is for. It involves windowing HDMA and $04A0, though. That's the only place where any channel other than 0, 1, 2, or 7 is referenced, it seems.
@Teff007 - It's not for Layer Priority, you have to enable that through Map16. it's basically for making a tile in the level go over/under the other tile
Thanks Weeabuu ^^
Zone355, you will need some knowledge in Map 16, you will put the ExGFX in each GFX slots and then transfer the map 8x8 to the map 16x16.
I need help for Lunar Magic 1.71. How can I mix different graphics. Cause I want three different ExGFX as the FG. I know it can be done because I saw it before. Anyways thanks for the help.
Anyone have a picture of the tiles of Mario, and for what they are used for? i'm doing a player GFX but it is difficult to know what tiles are for what actions.
Originally posted by Lunar Magic's Help Documentation
Edit Menu : Increase Z Order
This will increase the Z order of all currently selected objects or sprites by one, if possible. Increasing the Z order of something will make it appear “above” other items. I really recommend learning the keyboard shortcut for this thing though, unless you want to drive yourself mad using the menu billions of times. Or if your mouse has a scroll wheel, you can use that instead. Moving the wheel forward will decrease the Z order, and moving it back will increase the Z order.
The Z order I refer to here is actually the order that objects or sprites are created within the level. It’s not a reference to actual SNES layers.
Originally posted by Lunar Magic's Help Documentation
Edit Menu : Decrease Z Order
This will decrease the Z order of all currently selected objects or sprites by one, if possible. Decreasing the Z order of something will make it appear “below” other items.
Thanks Ramp202,I tried it,it works,but it gives me a graphical glitch...
If only Mario could grab a coin,it would be so nice!
So,I dont know how to do...
If,you could help me,please!
No i really want to use HDMA with level asm, there's a tutorial, oh, and how to make the layer 2 go up with a BG?
I want to make lava in a vertical lvl and start to goes up.??
I'm not too sure if I am doing this right, but...
I've been using Ersanio's HDMA Ripper, and I loaded the rainbow gradient picture found in the IMG folder. So I copied the code on the TOP RIGHT corner, and pasted it into the levelcode.asm (Level 104 to be exact.) And when I entered the level, the game crashes.
Am I doing this wrong, if so, can anyone help me with this?
@EL Santo - You would change these hex edits to a unused sprite in the game (64 for example is a unused sprite but the Donut Lift & Poison Mushroom use that sprite)
Originally posted by ROM Map
07D40 | $00:FB40 | 1 byte | Sprite number | Sprite that the Blue/Silver P-switch, Portable Spring Board, Throw Block Sprite and carryable stunned enemies will turn into when they reach the goal point.
07D50 | $00:FB50 | 1 byte | Sprite number | Sprite that the Key will turn into when it reaches the goal point.
07D53 | $00:FB53 | 5 bytes | ASM | Change to EA EA EA EA EA to prevent the 1UPs being spawned at the goal point. x7D54 controls the sprite number that Baby Yoshi (Green, Red, Yellow, Blue) will turn into when it reaches the goal point.
you would also change this for the SFX that happens (Download the SFX List in the Documents Section)
Originally posted by ROM Map
07D7E | $00:FB7E | 1 byte | Sound effect | Sound for items given at goal point
Hi!
I would like to know if there's a patch or a "hex treak"to disable mario to receive an item when he reaches the goal point(when throwing an ennemie)...
I realy need it,so if you could respond or PM me!
Thanks for advance!
(HDMA QUESTION) I need some darkness HDMA gradiant for my hack Geno's Quest. Where can I find some? If someone could post em'/find em' for me that would be great! (BTW I mean the code)
LevelASM/HDMA question. Let's say Level1 uses some HDMA code that goes both into the levelinitcode.asm levelcode.asm
How would I be able to have Level2 or any other levels be able to use Level1's code without having to change any of the labels? I probably described something wrong there.
Don't trust me on this one as I have virtually zero experience in ASM besides the usual LDA STA RTS stuff, but you could try sticking a label in front of the entire code and then JSR to it in the code for level2.
That is, for example level1 has following code:
Code
level1:
random_label
lda #$01
sta $19
rts
Code
level2:
jsr random_label
rts
Maybe it's also RTL along with JSL, I'm not sure. I suggest trying both. I know that I used to do it somehow like that to avoid copy-pasting the same thing over and over again.
how do you stop the splashes going from one screen to the other ? for example there is a sprite jumping in the water on the bottom screen, and on the top screen there is the splash. how do i stop that ?
LevelASM/HDMA question. Let's say Level1 uses some HDMA code that goes both into the levelinitcode.asm levelcode.asm
How would I be able to have Level2 or any other levels be able to use Level1's code without having to change any of the labels? I probably described something wrong there.
Regarding my previous issue: What does the PEA opcode even mean? Is there any reason a label such as .ReturnedCommand-1 couldn't be placed in front of it? I just can't understand why the vwf file isn't working for spritetool.
Puffy1406: JSR and JSL push bytes onto the stack (see an ASM tutorial or something) to determine where the code will go back to after it finishes whatever you JSR/JSL to. JSR pushes 2 bytes, and JSL pushes 3 bytes. RTS and RTL, meanwhile, pull bytes from the stack to trigger the return to where the code was at the moment of the JSR/JSL. RTS pulls 2 bytes, and RTL pulls 3. So if you mismatch JSL with RTS or JSR with RTL, the number of bytes pushed won't match the number of bytes pulled.
Hailstorm: Did you use the special version of xkas that is included with the tool? The normal one doesn't work.
Well, I have another problem now. I'm trying to insert the vwf cutscene system into my hack. The cutscene data sprite inserts just fine via Spritetool, but the main sprite (vwf.cfg) is causing problems. Every time I try to insert it, Spritetool says that xkas reported an error, and a temp file appears in my folder that says:
error: tmpasm.asm: line 236{2}: invalid opcode or command [PEA .ReturnedCommand-1]
error: tmpasm.asm: line 672: invalid opcode or command [PEA .ReturnedCommand-1]
INIT 008000
MAIN 00807b
I have not edited the sprite asm file at all, and I have both vwf.bin and width.bin in the same directory as Spritetool, if that matters. Does anybody know what the issue is?
Originally posted by Me, and pay attention this time
I am having a bit of trouble hacking Megaman 1. Rock and Roll won't read the ROM I have, or any rom of Megaman 1 I download for that matter. It keeps saying "Please select valid file"
@mockingod: I have the same issue as pkhaxor. I tried setting the BG/FG initial posistions, but they all seem to fail. What are the actual numbers of the positions?
@ imjake9
now both layer appear, but layer 1 doesn't fall.
@ Riotman898
that would work, but i need there to be a stable platform that mario can stay on whilst layer 2 is mainly dangerous stuff that mario has to avoid.
@pkhaxor: To make a elevator level, set SNES Registers and Modes to 03 or 08. Then click Layer 2 editing mode button, and just edit your level however you want (don't ever click Layer 1, only Layer 2 and Sprite editing) Then set the Layer 2 Falls genarator in the screen you start in. Note for this to work, you have to have to set Layer 2 scrolling to none. Considering you have no BG anymore, you can use HDMA to make your BG still look cool. Hope this helps!
how do i make a elevator level ? i have layer 1 and 2 separate and have the " layer 2 falls" sprite in the top of the first screen, and "snes register and modes " set to 8, but layer 2 just won't appear. what do i have to do ?
Anyone can help me with programming sprites? I would just read a tutorial, but everything is down right now and Google isn't being my friend. Also it should be general sprite programming help, not specifically for sprite tool.
@lieutenantpie:
Tutorials would be the place to go. Also (correct me if I'm wrong) songs loop on their own, meaning they'll start over from the the beginning. You want to set apart notes as the intro using a slash (/). Once the song loops, it'll ignore everything behind the slash. It's not an easy process, as you have to go back to your midi editor and see how many notes are in the intro for each channel. (Yes, you have to put the slash in each channel) My first try at looping didn't go quite as I wanted. If I got anything wrong, somebody correct me.
I am having a bit of trouble hacking Megaman 1. Rock and Roll won't read the ROM I have, or any rom I download for that matter. It keeps saying "Please select valid file"
... What is up with address $13F9 as a custom block?
Ugh for some reason this address does NOT work as a custom block, test it out yourself. It simply does nothing in game. It works in LevelASM tho. It's not a free ram issue.
Is it necessary to loop songs if I don't intend on sharing the .txt file so it's only ever used in my hack? And on an unrelated note (I know this is going to make me sound like an idiot), how do I make only part of a song repeat? I mean like so there's an intro that never repeats but the rest of the song does.
I've noticed that in transparent levels, when you go down a pipe, Mario disappears. How can I fix that? I've seen in some videos where you can actually see mario going inside the pipe through the transparency, that's what I'm going for.
I have one Hell of a strange music problem on my hands.
I took the advice given me and spliced my channels together, thus creating a free channel that I could use to make a harmony. The song sounded perfect after a bit of tweaking...until it repeated.
Here's the text file for whomever wants to help me with this. It's a pretty funny glitch, and I'm sure there's a logical explanation for it, but I can't find it. Can I get some assistance?
Chances are it's the first line on #2:
Code
[r1]7^2^4
I'm not exactly sure what you were trying to accomplish there, but I'm pretty sure that that's not the correct way to do it...
I have one Hell of a strange music problem on my hands.
I took the advice given me and spliced my channels together, thus creating a free channel that I could use to make a harmony. The song sounded perfect after a bit of tweaking...until it repeated.
Here's the text file for whomever wants to help me with this. It's a pretty funny glitch, and I'm sure there's a logical explanation for it, but I can't find it. Can I get some assistance?
Fakescaper: You have a PHX and a TYX, but no PLX afterward.
So...my questions still stand: What all does Carol's MORE.bin do? (I know that it enables you to use $E5 to add samples up to 3F.) And does it actually affect any existing conditions? Also, is there a way to change the sample bank for all 512 levels to something other than the default without opening Sample Tool and changing each one individually with the drop-down menu? (I often don't care for drop-down menus anyway...if one has more than 15-20 items or utilizes a series of numbers, all it does it make things take longer.)
I feel that the song sounds a little empty, so I'm considering adding another harmony line. That would, however, bring the song up to 8 channels, resulting in sound cutoff. Advice would be helpful for this, as well as for any other gripes people might have.
Actually, you could add a harmony without sacrificing anything. From 0:00 to 0:47 channel 2 (starting from 1, not 0) is totally untouched and could be used for harmony. And from 0:47 onward channel 1 is completely empty. Actually, what I'd do at this point is combine channels 1 and 2 since neither of them have any sounds playing at the same time from the looks of it; then you have an entire free channel to work with.
Why does this custom sprite spawning routine not work? It's mean to spawn a duplicate of the sprite calling this routine, but with the extra bit set.
I have tested the sprite I'm trying to spawn and it works perfectly being directly inserted through LM, so this code must be what's crashing the game.
Please try to pm if you can help, or post here.
Code
Astro_Crush:
LDA $1540,x ;Timer for piping
BNE .Endo ;
JSL $82A9DE ;if no empty slots,
BMI .Endo ;return
;
LDA !RAM_SpriteXHi ;
PHA ;
;
LDA $7FAB9E,x ;
PHX : TYX ;
STA $7FAB9E,x ;set new sprite number
;
LDA #$01 ;set sprite state for new sprite
STA $14C8,x ;
;
PLA ;
STA !RAM_SpriteXHi ;
;
LDA #$C0 ;set sprite y lo position
STA !RAM_SpriteYLo ;
STZ !RAM_SpriteYHi ;
;
.Find JSL !GetRand ;Get a random number (lol first time using this wooo, and first time with global subroutine)
LDA $148D ;Random output
AND #$07 ;
PHY ;
TAY ;
LDA PipePos,y ;
PLY ;
BEQ .Find ;If scratch value, try again
STA !RAM_SpriteXLo ;
LDA #$30 ;
STA $AA,x ;
;
JSL $07F7D2 ;clear out sprite tables
JSL $0187A7 ;get table values for custom sprite
;
LDA #$8C ;mark sprite as custom with extra bit set
STA $7FAB10,x ;
PLX ;
;
LDA #$10 ;
STA $1540,x ;
.Endo RTS ;
PipePos:
db $18,$38,$58,$78,$98,$B8,$D8,$00 ;All 7 pipe positions and an extra value that means nothing
Not too long ago, I posted my Idol Round 6 piece. Well, it's very nearly finished, so I would like a bit of last-minute feedback.
This is the original song, and this is my SNES remix of it.
I feel that the song sounds a little empty, so I'm considering adding another harmony line. That would, however, bring the song up to 8 channels, resulting in sound cutoff. Advice would be helpful for this, as well as for any other gripes people might have.
Please note that the SPC doesn't work in Audio Overload.
Hailstorm, just get the LoROM offset, the middle one, out of free space logger, and put that in. Take the 0x out though. Dont put it through lunar address stuff.
Okay, I'm trying to use Smalls's Extended Level Names patch, but I'm having trouble finding a free address in the ROM. Well, I did find one (0x7F410), I used Lunar Address to convert that value to SNES LoROM format ($0F:F210), and I typed that in the levelnames patch, but it still breaks the ROM every time. I've even tried other empty addresses. What am I doing wrong?
Guys, I have a problem with transferring my hack into a new ROM. I just inserted the HDMA gradients with LevelASM 1.4 then patched the HDMA 3.5 patch. I don't know what was the faulty, but layer 3 erases for some reason my HDMA:
Any ideas?
Edit: never mind, I just patched this patch and it fixed the error.
Hacking Pikmin 1?
That would be awesome but I really doubt there would be a tool for it.
It would be kind of hard to run aswell, since you'd most likely only be able to play the hacked game with Dolphin, not the GCN.
And I think Monty Moles and their giant versions, wooden platforms and spikes use Mario's palette.
No objects use his palette, 8 to F is all sprites.
If I remember correctly, mario's palette is in row 9 in Lunar Magic's palette editor.
You can also change the palette for luigi and for mario and luigi with a fireball powerup through the palette editor of lunar magic.
Edit: Be carefull tough, some of mario's and luigi's palettes are used for some objects/sprites in the game.
Extract GFX32.bin from your ROM with LM by clicking the red mushroom button and open it with YY-CHR (in the tools secion). Then set the little drop down box to '4BBP SNES' and you'll be able to see Mario.
To get the right palette, play a level, make a savestate and load it by pressing the little red button in the top right in YY-CHR.
To change Mario's palette, use LM and the palette Editor (The star button).
@lolwin, what do you mean? if you mean what he looks like, use YY-CHR and open GFX32.bin
anyway, not completely sure where this would belong, but I figured I'd post it here. most times I open ZSNES, it will start up the game. and when it starts, it will hide in the task bar. when I open it, it stays open for a sec, then goes back. I tried redownloading, but it didn't help.
Is there a tutorial anywhere besides the forums that covers Carol's MORE.bin? I'd like to find out what limitations it has, what can and cannot be done with it, and the like. I'd still use Romi's Addmusic, but I've heard that you can use Carol's MORE.bin with Romi's Addmusic, so if I decide to use samples in, for example, my hack, I'd like to use it. And another music question...is there a way to overwrite the default sample bank? I can't figure out where Sample Tool determines which bank to use in any given level, and no way am I going to go through the entire list and change each level one by one.
Uhh anyone know why tile 130 with buoyancy enabled (with layer 2 interact allowed) can be destroyed by magikoopa magic if it's on layer 1 in that setup, yet the same block doesn't get destroyed by magic on layer 2?
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