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Tip: Take advantage of easy to install Patches in your hack. Both of the Classic Piranha Plant Fix patches should be considered if you are going to use Classic Piranha Plants in your hack.Not logged in.
Posts by MuimiMoji
MuimiMoji's Profile - Posts by MuimiMoji
Pages: « 1 »
Is there a way I can have Mario collect a block (i.e. coin) and have that block raise the value of $7E0F48 (star counter) by one?

I'm trying to have something that raises a counter (which resets to 0 when you die) and then when that counter reaches 67 load to a new room. level.
Thanks, but for some reason the block occasionally turns to a turn block that you can bounce one. It is a minor problem that I don't mind too much, but can you think of anything that would fix that?
While that did fix the block from turning into a bouncing turn block, it now doesn't always give you a star point, usually from colliding with a corner of the block. It may be that I simply entered the code wrong, since I obviously have no idea what I'm doing. here is what I currently have for the code:

Code
JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall

MarioAbove:
MarioBelow:
MarioSide:
inc.w $0F48
lda.b #$02
PHY
sta.b $9C
jsl.l $00BEB0
PLY
SpriteV:
SpriteH:
MarioCape:
MarioFireBall:
rtl

Tag (pre) was not closed.
Tag (div) was not closed.
Thanks for the help everyone, I now have the block I needed finished. One last question though. Is there a list of the values for sound? I'm was trying to get the block I made to make the same sound as a dragon coin, but I only know normal coins: !sound = $01
I tried writing a song for smw and I think it turned out fairly well, but I was wondering if somebody could help me reduce the file size, since I have no idea what I'm doing.
I would if I didn't have vista or could get the updates to work. Also, I think I have it as reduced as possible, but I want somebody to double check my work.
Quick question:
I'm having a hard time getting doors to work in one of my levels, but I have no idea why they are not working. Can somebody tell me all the things that need to be in place for doors to work? Currently no door works in any part of the level to any location.
No, the screen just goes black and then it is stuck like that.
I figured out the problem, but it makes no sense. Apparently, if you are playing a song that doesn't work (i.e. a song that requires the N-SPC patch when your rom doesn't have it) it makes it so you can't have an exit leading to another room where the music does work. I'm not sure why that would be, but it ruins what I was trying to do. So I guess I have a new question, is there any other way to disable sound effect channels for a room?
On another music related question, is there any possible way to create a tie effect going into, or leaving a set of triplets?

If you were to enter:

"{d16^16c16}^8"

for example, it throws off the rhythm, reading it instead as something like:

"{d8}c16^8"

which obviously doesn't help.
If the answer is, that it is simply impossible, then could someone help me at least figure out how to get it to sound similar without changing the rhythm?
Could somebody tell me what the qualifiers are for "vanilla". I know they allow things like custom music, but what about custom pallets and things such as that. I know there is probably a long list of qualifiers somewhere, but I don't know where it might be.
I have a problem that isn't really about my hack, but I don't know where else to ask this. My computer suddenly stopped playing songs correctly from my zsnes. It still plays the music, but there is this really annoying ringing that comes out of all the channel #0s. If anyone can tell me what I could do to fix this, I would appreciate it.
How is the thunder effect I see every once-in-a-while (see SMWCP's "Spectral Abyss") created? Is there some vanilla way to do it?
How can you change the music that plays in the screen where you enter a castle or fortress?
Pages: « 1 »
MuimiMoji's Profile - Posts by MuimiMoji

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