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Posts by Schwa
Schwa's Profile - Posts by Schwa
Pages: « 1 2 3 437 38 »
Oh, I forgot something.

Since custom sprites that appear in Lunar Magic are shaped differently than they really are, you may have trouble when it comes to placing them in the right places. Like, if you want a sprite to start standing a 1-tile block and it looks like a glitched Lakitu or Thwomp, and in the game the sprite starts one tile to the right of where it should be and falls. It's annoying, but there's a workaround for that. Just press that 5 button again. The little blue boxes with numbers are where the sprite's "feet" are actually placed.

Also, Firebars should be placed INSIDE the block you want them to pivot on.

--------------------
It's me!!

High on life is the best high.
Originally posted by Merry Troopa Pride
Tutorials exist for a BIG reason -________-
Only if they're not totally beyond the one reading them. :( But yeah, I checked that one out, it didn't help.

Strange, too, 'cause normally I'm a computer guy and can get this stuff...

Edit: I think I could get a Cobrat to work by taking a Snifit and doing this to it:
-Making it 16x32
-Setting the bullet to shoot from 16 pixels higher
-Doubling its walking speed
-Cutting the wait-until-fire and shake-before-fire times to lower amounts

There might be a code somewhere in there that I could copy from Birdo or Fire Bros. that change its top tile when it's firing, too.

Of course, I don't know how to do any of this... The only way I know how to change .asm files is the sprite tilemaps, and I managed to change the Fire Bro sound effect when he fired too, but that's it.

--------------------
It's me!!

High on life is the best high.
Yeah, I think that's the only way to get it to work. Some objects are like that... Furthermore some custom blocks only work with one "acts like" setting. :/

Lunar Magic is almost limitless in power, but that's the key word. Almost.

I'm sure you could find a way to get it to work if you knew some ASM and could make a custom block that did what you want...

--------------------
It's me!!

High on life is the best high.
Yeah, hey, I know there's a thread here dedicated to ASM requests... This isn't exactly a request though. I needed this for MY hack, so I buckled down and taught myself the ASM needed to create this sprite.

Furthermore, for the entire day I've had no Internet, so I couldn't go and look stuff up to help me, except for the Rom and Ram Maps I had stored on my Temp. Internet Files. What a nightmare! But I'm glad it's over.

Wondering what this does? I tweaked Davros's "Normal Shooter 4" sprite a little... Now instead of shooting one kind of sprite from a fixed point, it acts as a generator that causes Sumo Brother Thunderbolts to rain from the sky! Yar, death from above!

Originally posted by Schwa's first sprite
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Death From Above, based on the Bullet Bill Shooter disassembly by mikeyk and Davros,
;; further adapted into Sprite Tool by Schwa
;;
;; Description: Based off the Bullet Bill shooter, each time it "shoots" it actually
;; teleports itself to an X-location close to Mario, generating a Sumo Bro Thunderbolt
;; 12 (0B) units down from the top of the level.
;;
;; NOTE: Trying to generate a sprite that doesn't exist will crash your game.
;;
;; Uses first extra bit: NO
;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

SPRITE_TO_GEN = $2B
SOUND_TO_GEN = $09

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sprite code JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

dcb "INIT"
dcb "MAIN"
PHB
PHK
PLB
JSR SPRITE_CODE_START
PLB
RTL

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; main bullet bill shooter code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

SPRITE_CODE_START LDA $17AB,x ; \ return if it's not time to generate
BNE RETURN ; /
LDA #$38 ; \ set time till next generation = 60
STA $17AB,x ; /
JSL $02A9DE ; \ get an index to an unused sprite slot, return if all slots full
BMI RETURN ; / after: Y has index of sprite being generated

PLACE JSL $01ACF9 ; \ Determine a random spot the thunderbolt will spawn...
AND #$7F ; | This code makes the thunderbolts fall in an 8-unit area.
ADC #$40 ; | Disinclude the screen edges...
ADC $1A ; | Move the area-of-effect to where the screen has scrolled...
STA $179B,x ; | Set the shooter's Low Byte somewhere in the column.
LDA $1B ; | Like 1A, but we're setting the High Byte now too.
ADC #$00 ; | Not sure what this is for, but it helps.
STA $17A3,x ; / Set the shooter's High Byte to the proper spot.

GENERATE_SPRITE LDA #$01 ; \ set sprite status for new sprite
STA $14C8,y ; /
LDA #SPRITE_TO_GEN ; \ set sprite number for new sprite
STA $009E,y ; /
LDA $179B,x ; \ set x position for new sprite
STA $00E4,y ; |
LDA $17A3,x ; |
STA $14E0,y ; /
LDA $178B,x ; \ set y position for new sprite
CLC ; |
ADC #$B0 ; | NOTE: Mario should start at the bottom of the screen, else you need to change this value.
STA $00D8,y ; |
LDA $1793,x ; |
SBC #$00 ; |
STA $14D4,y ; /
PHX ; \ before: X must have index of sprite being generated
TYX ; | routine clears *all* old sprite values...
JSL $07F7D2 ; | ...and loads in new values for the 6 main sprite tables
PLX ; /
RETURN RTS ; return


It does have some limitations, however. First of all it's set to generate thunderbolts at "tile B0", NOT at the "top of the screen" (which is Ram Address 1C), so as it is you can't have it in a level with any form of vertical scrolling. Second, if too many thunderbolts fall into bottomless pits, it stops working entirely. I can't find a workaround for this. Third, it never generates thunderbolts near the edge of the screen (which is probably a good thing for the most part), but I'm guessing you could change that by changing "AND #$7F" to FF and "ADC #$40" to 00.

You can change certain values to change the sprite that's spawned, the rate of spawning, and other things. I've tried to mark as much code as I could so you know what does what.

In my hack I'm using this in conjunction with the Lightning2 generator to make a thunderstorm! They go well together, no errors or anything-- I tested it!

Feel free to use this code however you'd like, and if you can improve it at all in any way, by all means, do so. I'm quite a newbie at ASM and I readily admit this sprite is far from perfect. But it's a teriffic first product!

Oh, one last thing. This sprite is a Shooter, technically, though it works like a Generator... I haven't tested what would happen if you inserted it as a generator instead of a shooter. Either way, put it at the beginning of your level and it has a never-ending effect, regardless of going off the screen. :D

Comments?

--------------------
It's me!!

High on life is the best high.
Originally posted by TLMB
I really don't think that is a good idea to put on THIS forum/board.

Hmm... You may have a point...

Well, if we have an IRC channel, that's cool I guess... I just thought of the idea 'cause this one site I visit a bit called www.purezc.com has a shoutbox and it works very very well.

If you trust me, care to PM me with a link to the IRC channel? ^_^

--------------------
It's me!!

High on life is the best high.
Ah, so everyone's gonna ignore my video back on Page 69? Okay, I get it.

I guess you want me to get a YouTube account and post it, don't you... I reeeeeeally don't want to have to do that, but you leave me few options... I poured my heart into that level and I'm desperate for you guys to see it...

By the way, Worldpeace's video blew me out of my socks. :D

--------------------
It's me!!

High on life is the best high.
Originally posted by TLMB
I tried watching your video, but I really couldn't get into it, Schwa... I just couldn't stay watching it. idk y.

Oh... Am I doing something wrong? :(

Either way, I'm getting a YouTube account anyway, 'cause it'll make things easier.

--------------------
It's me!!

High on life is the best high.
HOLY COW IT'S ZERODIUS!! Great to see you! Whoa!

Wow, I had no idea you've been into SMW hacking at any point. Those screens look nice... If I could put it simply, I'd say "Wonderful level structure, iffy eye-candy". Of course, the colors and graphics aren't HORRIBLE, but you admitted yourself they needed touching up on, so no real problem there.

Remind me to PM you sometime with screenshots of my hack. I want you to see them! OMG OMG! *Boing boing boing boing boing*

Wow, I still read some of your stuff from the Acmlm Board archives sometimes and each time they send chills down my spine. :D

--------------------
It's me!!

High on life is the best high.
There's your problem right there, cuz! Scrolling needs to be set to Constant-Constant for Layer 2 to work. You can try other settings, but you'll probably have no luck.

Layer 2 took me a while to figure out too when I was new at it. :)

--------------------
It's me!!

High on life is the best high.
Okay, this is freaking me out.

I'm trying to get a custom sprite to turn into another custom sprite when it's killed. I can use this effect to generate a nice little custom boss. But nothing I do is working at all. I even tried a little experiment to make a Key Generator sprite make a Firebar instead (any custom sprite basically). All I got was a puff of smoke and a sound effect, no sprite. This is really starting to tick me off.

What code do I use? I'm desperate. :(

Oh, and while I'm at it... I'm also trying to get Birdo to randomly fire one of four different sprite projectiles instead of just the one egg. I think I can figure that one out, given time, but it's up there if anyone wants to try it.

--------------------
It's me!!

High on life is the best high.
Okay, will someone tell me what's wrong with my Birdo code? No matter what I do to it, when I load up SpriteTool it says "Error, continuing may corrupt your Rom". And I honestly don't see any errors with the code!

Originally posted by ASM file
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Birdo that spits a rideable egg, by mikeyk
;;
;; Description: Birdo walks back and forth spitting eggs at Mario
;;
;; Uses first extra bit: NO
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

EXTRA_BITS = $7FAB10
NEW_SPRITE_NUM = $7FAB9E ;0C bytes custom sprite number

RAM_JumpTimer = $163E
RAM_ThrowTimer = $1504

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sprite data
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

TILEMAP dcb $8E,$AE,$8E,$EE,$CE,$AE
VERT_DISP dcb $F0,$00,$F0,$00,$F0,$00
PROPERTIES dcb $40,$00 ;xyppccct format

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; init JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

dcb "INIT"
JSR SUB_GET_DIR
TYA
STA $157C,x

TXA
AND #$03
ASL A
ASL A
ASL A
ASL A
ASL A
STA RAM_JumpTimer,x
CLC
ADC #$22
STA RAM_ThrowTimer,x

RTL

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; main sprite JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

dcb "MAIN"
HAMMER_BRO_JSL PHB ; \
PHK ; | main sprite function, just calls local subroutine
PLB ; |
JSR DecrementTimers
JSR START_HB_CODE ; |
PLB ; |
RTL ; /
DecrementTimers:
LDA $14C8,x
CMP #$08
BNE DoneDec
LDA $9D
BNE DoneDec
LDA RAM_ThrowTimer,x
BEQ DoneDec
DEC RAM_ThrowTimer,x
DoneDec:
RTS

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; main sprite routine
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

X_SPEED dcb $00,$E0,$00,$1F ;rest at bottom, moving up, rest at top, moving down
TIME_IN_POS dcb $40,$40,$40,$40 ;moving up, rest at top, moving down, rest at bottom
BOSS_WEAPONS dcb $86,$86,$89,$89


RETURN RTS
START_HB_CODE JSR SUB_GET_DIR ; \ always face mario
TYA ; |
STA $157C,x ; /

JSR SUB_GFX ; draw hammer bro gfx
LDA $14C8,x ; \ if hammer bro status != 8...
CMP #$02 ; } ... not (killed with spin jump [4] or star[2])
BEQ BOSS_DAMAGE ; / ... return

LDA $9D ; \ if sprites locked...
BNE RETURN ; / ... return

JSR SUB_OFF_SCREEN_HB ; only process hammer bro while on screen
INC $1570,x ; increment number of frames hammer bro has been on screen

LDA $151C,x
AND #$01
BEQ LABEL3
LDA $1570,x ; \ calculate which frame to show:
LSR A ; |
LSR A ; |
LSR A ; |
AND #$01 ; | update every 16 cycles if normal
LABEL3 STA $1602,x ; / write frame to show

LDA RAM_ThrowTimer,x ; \ if time until spit >= $10
CMP #$10 ; | just go to normal walking code
BCS JUMP_BIRDO ; /
LDA #$02 ; we're about to spit, so...
STA $1602,x ; open birdo's mouth
INC $1540,x ; we didn't move birdo this frame, so we don't want a decrement
INC RAM_JumpTimer,x
STZ $B6,x ; stop birdo from moving
LDA RAM_ThrowTimer,x ; \ throw hammer if it's time
BNE NO_RESET ; |
LDA #$90
STA RAM_ThrowTimer,x
NO_RESET CMP #$05
BNE NO_THROW
JSR SUB_HAMMER_THROW ; /
NO_THROW BRA APPLY_SPEED ;

JUMP_BIRDO LDA RAM_JumpTimer,x
CMP #$28 ; | just go to normal walking code
BCS WALK_BIRDO ; /
INC $1540,x ; we didn't move birdo this frame, so we don't want a decrement
STZ $B6,x ; stop birdo from moving
LDA RAM_JumpTimer,x
CMP #$20
BNE NO_JUMP2
LDA #$D0 ; \ y speed
STA $AA,x ; /
BRA APPLY_SPEED
NO_JUMP2 CMP #$00
BNE NO_JUMP
LDA #$FF
STA RAM_JumpTimer,x
NO_JUMP BRA APPLY_SPEED ;

WALK_BIRDO LDA $151C,x ;
AND #$03
TAY ;
LDA $1540,x ;
BEQ CHANGE_SPEED ;
LDA X_SPEED,y ; | set y speed
STA $B6,x ; /
BRA APPLY_SPEED

CHANGE_SPEED LDA TIME_IN_POS,y ;A:0001 X:0007 Y:0000 D:0000 DB:01 S:01F5 P:envMXdiZCHC:0654 VC:057 00 FL:24235
STA $1540,x ;A:0020 X:0007 Y:0000 D:0000 DB:01 S:01F5 P:envMXdizCHC:0686 VC:057 00 FL:24235
INC $151C,x

APPLY_SPEED JSL $01802A ; update position based on speed values

LDA $1588,x ; \ if hammer bro is touching the side of an object...
AND #$03 ; |
BEQ DONT_CHANGE_DIR ; |
INC $151C,x ; /

DONT_CHANGE_DIR JSL $018032 ; interact with other sprites
JSL $01A7DC ; check for mario/hammer bro contact
NO_CONTACT
RTS ; return


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; damage routine
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

BOSS_DAMAGE LDA #$08 ; \ set sprite status for new sprite
STA $14C8,y ; /

LDA #$8B ; set sprite number
STA NEW_SPRITE_NUM,y

; | routine clears *all* old sprite values...
JSL $07F7D2 ; | ...and loads in new values for the 6 main sprite tables
JSL $0187A7 ; get table values for custom sprite
LDA #$88
STA EXTRA_BITS,y

LDA #$B0 ; \ y speed
STA $AA,y ; /

LDA $02C7F7
STA $1DF9

LDA #$00
STA $1540,y
RTS ; return


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; hammer routine
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

X_OFFSET dcb $06,$FA
X_OFFSET2 dcb $00,$FF

SUB_HAMMER_THROW LDA $15A0,x ; \ no egg if off screen
ORA $186C,x ; |
ORA $15D0,x
BNE NO_CONTACT

JSL $02A9DE ; \ get an index to an unused sprite slot, return if all slots full
BMI RETURN67 ; / after: Y has index of sprite being generated

LDA $01A729 ; \ sound effect
STA $1DF9 ; /

LDA #$08 ; \ set sprite status for new sprite
STA $14C8,y ; /

JSL $01ACF9 ; \ Generate random number...
AND #$07 ; | ...from 1 to 4...
LDA BOSS_WEAPONS,x ; | Pick a weapon from the table...
STA NEW_SPRITE_NUM,x ; / set sprite number for new sprite weapon.


PHY
LDA $157C,x
TAY
LDA $E4,x ; \ set x position for new sprite
CLC
ADC X_OFFSET,y
PLY
STA $00E4,y

PHY
LDA $157C,x
TAY
LDA $14E0,x ; |
ADC X_OFFSET2,y
PLY
STA $14E0,y ; /

LDA $D8,x ; \ set y position for new sprite
SEC ; | (y position of generator - 1)
SBC #$0E ; |
STA $00D8,y ; |
LDA $14D4,x ; |
SBC #$00 ; |
STA $14D4,y ; /

PHX ; \ before: X must have index of sprite being generated
TYX ; | routine clears *all* old sprite values...
JSL $07F7D2 ; | ...and loads in new values for the 6 main sprite tables
JSL $0187A7 ; get table values for custom sprite
LDA #$88
STA EXTRA_BITS,x
PLX ; /

LDA $157C,x
STA $157C,y



RETURN67 RTS ; return

(The rest is all graphical mumbo jumbo that I haven't changed.)


The Birdo is supposed to:
A) randomly shoot one of four different weapons, and
B) turn into another Sprite when killed with a shell or block (which is the only way to kill her).

I marked all the parts I changed in blue. Could someone tell me what I'm doing wrong? Something tells me it has to do with my Xs and Ys, but the tutorial didn't say it made a difference which were used...

Please. Someone help me out. For the most part I've been ignored here when I've asked questions. I can't handle that anymore.

--------------------
It's me!!

High on life is the best high.
The bracket shouldn't matter... It's behind a semicolon. But I'll give it a shot anyway...

Edit: Nope, didn't work. Semicolons don't count any of the code behind them; they're for comments and stuff.

--------------------
It's me!!

High on life is the best high.
Not sure. It's still a bit buggy, see... I'm thinking later on once I'm more into the whole ASM thing and am good at it, I'll go back and perfect this so it's more versatile.

I'm kinda curious as to how I can get the Thunderbolts to disappear if they fall off-screen though... You would think that they would do that automatically, but noooo... And since they're not custom sprites, I can't really edit their ASM... :[

--------------------
It's me!!

High on life is the best high.
Okay. My turn. >:)

(All three have been removed... you'll eventually see why)

--------------------
It's me!!

High on life is the best high.
Originally posted by TLMB
I love the second and third video :D

The second video was based off level 3-3 in SML.

Actually it was 3-2. And yeah, it's one of my best ones I ever made. :)

Originally posted by TLMB
The first one was rather boring and difficult

You think so, eh? Strange. I thought I did a pretty good job on the Intro level... It's not as good as 1-3 or 1-5 though (sometime I'll have to show you 1-5). Ah well.

Originally posted by S.N.N.
Nice work on the custom boss Schwa. Looks like you're going to have an interesting plot in your hack when it's all good to go.

Eh, not really... I'm ad-libbing it. So far we have Mario who's on a random treasure hunt and stumbles across one of Bowser's cities in the middle of nowhere. :D

The Koopa boss, which I call "The Miser", might start things rolling though. It depends on what I can do with a few lines of text. :)

Thank you all for your feedback! <333 I'll have some more up later, but as it is I haven't been asleep for 48 hours.

--------------------
It's me!!

High on life is the best high.
(restricted)
Here's an ASM request that hopefully won't give any of you too much trouble.

All I need is a way to disable getting 100 Bonus Stars. When Mario's Bonus Stars reach 99, it won't let him have any more, and it'll never send him to the Bonus Game.

What I plan on doing is setting up an Item Shop somewhere that you can buy items with using your Bonus Stars. I can just edit the Shop Blocks' ASM data to get that to work, but first I need the above code.

Thanks for your help.

--------------------
It's me!!

High on life is the best high.
Awesome, I'll try this. But here's a better question. Now that I have your code, what do I do with it? Obviously it needs to be converted to Hex first, which I can probably do with xkas, but... Do I insert the hex into the Rom somewhere, or is this a Sprite or Block instead?

These little things help, ya know. :S

--------------------
It's me!!

High on life is the best high.
Command? You mean in cmd.exe? Yeah, I tried that and nothing happened. (I used some code I found from one of Glyph Phoenix's posts a few pages back, not Airsanio's 'cause his had an error.) I typed the command in and it didn't say anything at all; it just gave me a new command line.

Why does everything have to be so complicated in hacking? :(

--------------------
It's me!!

High on life is the best high.
Originally posted by Boingboingsplat
Open notepad, type that (just change the file names) and save it as a .bat file in the same folder as xkas, the Rom, and the asm patch.

This is extremely vague. Type WHAT and save it? I need some spelled-out black-and-white instructions.

Edit: Never mind, I figured it out. I had to look it up on Google though. <_< I'll edit this again if it doesn't work (I haven't tested it out yet).

Edit2: Nope, Glyph Phoenix's code had no effect on the Rom. ...and the other code had an error so couldn't be used...

This means I still am in need of the right code to disable 100 bonus stars! Dammit!

--------------------
It's me!!

High on life is the best high.
Pages: « 1 2 3 437 38 »
Schwa's Profile - Posts by Schwa

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