Banner
Views: 853,001,344
Time:
20 users online: autisticsceptile1993, Bernardo, bsolt, CalHal, Dominicentek, Drakel, edgar, FrozenQuills, Golden Yoshi, Green Jerry,  JamesD28, KaidenThelens, Kimota,  Koopster, le4che, LOLRyan2006 the Goombud, MegaSonic1999, monkey03297, Sixcorby, TheBiob - Guests: 60 - Bots: 51 Users: 47,042 (2,523 active)
Latest: tenorio
Tip: When you're about to release your hack, make a patch first, patch it to a clean ROM, and then test that. This way, you are testing both the hack AND the patch.Not logged in.
Posts by SchwerMuta
SchwerMuta's Profile - Posts by SchwerMuta
Pages: « 1 2 »
So after some experimenting I discovered how to fix it. In a very weird way.

This doesn't work:
Code
PLX                     ; pull, X = sprite index

	LDA !Flash,x
	CMP #$00
	BNE NO_SHOW
	LDA !ThrowCheck,x
	BEQ NO_SHOW
	CMP #$01
	BEQ SHOW_HAMMER_TOO
	RTS

NO_SHOW:
	LDY #$02                ; \ 02, because we didn't write to 460 yet
	LDA #$03                ;  | A = number of tiles drawn - 1
	JSL $01B7B3             ; / don't draw if offscreen
	RTS                     ; return


But this does:
Code
	LDA !Flash,x
	CMP #$00
	BNE NO_SHOW
	LDA !ThrowCheck,x
	BEQ NO_SHOW
	CMP #$01
	BEQ SHOW_HAMMER_TOO
	RTS

NO_SHOW:
	PLX
	LDY #$02                ; \ 02, because we didn't write to 460 yet
	LDA #$03                ;  | A = number of tiles drawn - 1
	JSL $01B7B3             ; / don't draw if offscreen
	RTS                     ; return


I can't explain why pulling X a few bytes later magically fixes things, this also means that the hammer graphics routine now has a PLX just before the JSL since the new PLX would get skipped if it was called.

Although now, the hammer isn't being drawn. The rest of the sprite draws just fine, it's only the hammer not being drawn with the sprite, as if the flag stopped working suddenly, even though I changed no other code then that piece of code right there and it worked before...

I don't know, I can't seem to make any attempt at understanding how SMW deals with graphics without getting a headache. I've went through so much ASM code without it failing on me and the moment I get into graphics it all seems to fall apart.
The flag not working was the RAM address I was using and upon using a new one, it all works fine, so I guess that ends that little adventure. Thanks a bunch for tolerating my silliness.
I have a level in my SMW hack that goes through a few sections, starting at 136 from the overworld, then going to 137, 138, 139 and finally 13A. After going through all these though, upon arriving at 13A, most of the sprites are missing and just don't spawn. If instead of going to 137 from 136, if I warp directly to 13A from 136, then all the sprites spawn just fine. I'm guessing there's some global sprite limit between sections for an entire level, but that doesn't make too much sense at first glance and if there is, I'd like to know why at least. I haven't went over the sprite limits for the sections before 13A (far from it really) but I don't know what else to do.
Only the standards, really. Romi's spritetool, Addmusic 4.05, Blocktool Super Deluxe... that's it. None of the patches I've applied really mess around with any loading routines and are all bug fixes or hex edits.
Ah, does it have something to do with that?

I wouldn't be surprised... I've tripped over so many limitations in vertical levels that I've lost count. In any case, yes, the level where the sprites don't spawn if I don't warp to it directly is vertical.
I've been playing through a hack I've been making and noticing that the vertical fireballs are what kills me most in every level I've put them in... usually rather abruptly and suddenly. I've tried making background cues that a particular area spits fireballs but it hardly helps for parts where I can't sit still and wait for the fireball to jump, like on donut blocks. I'd like a vertical fireball that telegraphed it's jump briefly before actually jumping, to make it fair, but not only am I somewhat clueless when it comes to ASM, but I'm not entirely sure how I would want it to telegraph itself in the first place, so some suggestions would be nice as well as being told how I could do it. I've already downloaded the disassembly and it works well, I just need to edit the code to get it to telegraph itself. Any help, please?
It's funny that the music breaking would come up considering that before I submitted this, the last thing I did was redownload every custom song and reinsert it using Addmusic 1.05. I tried AddmusicK but that only broke it further... more over, every song came off of this site and was moderated, so I don't think the songs are the problem. I've transferred everything to a new ROM, reinserted the songs a bunch of times, tweaked things and generally have been doing everything over and over again but I have never had any luck with Addmusic. I've spent the past couple years believing that music and sounds are the most fragile part of SMW that simply can't be worked around without just not dealing with it at all.

I've opted to wait for AddmusicK to come out of beta before attempting it again, since I read up on a lot of it's numerous bugs and encountered more problems with it then I did 1.05, but I cannot for the life of me get 1.05 to work.

I asked for beta testers before on these forums but no one offered, although I might not have been forward enough with it. I let my friends test it but obviously I can't trust them to pick my hack apart, so I thank anyone here for reporting issues.

I'm also utterly terrible at judging things visually. That's no surprise. I'll probably look for help on improving my hack's visuals. I've always known I was bad at making things look pretty but I've been pretty stubborn in being the only one to work on this.

All in all; thanks for the criticism, if not for any of this, I would never improve. My opinion alone doesn't make a good hack, but nothing's stopping me from learning from others. I'll get to work on what I see here.
The downloadable version on the site has numerous problems, one of which is immediately noticeable upon opening the zip file; there's two different copies of the file, and no indication of which one to use, nor why there's two to begin with. It's structured in an unusual way too, one is in the root folder, while another is in a folder in the root folder that shares the same name as the zip itself. The one in the deeper folder works better then the one in the root folder, which has improper echo settings, making it a newbie pitfall.

Even then, though, it still doesn't work perfectly. On bsnes, there's a loud snapping sound as the song starts, which is caused by not letting the echo buffer clear before making sound. I'm completely clueless as far as actually editing the file goes, it involves "approximately t48 r8" but I wouldn't know exactly where it would go, and if it would need tweaking so as to not mess up the rest of the song. I could figure it out on my own most likely, but I need sleep... so I'd appreciate it if someone could just post what I need to do to fix it. Either way, I wanted to post this anyways because I thought some sort of moderation on it was necessary... unless that's been in progress for a while, in which case please excuse me.
None of the other songs I use has the snapping problem but this does fix it for the most part. Thanks.
I'm using this patch right here and I've noticed a strange problem with it. A couple of hack moderators probably know, when using AM405 the ROM locks up after a castle destruction cut scene (after defeating one of the koopalings) when this patch is applied. It's only when this patch is applied, and there are no other interactions effecting this strange incompatibility. This happens regardless of what custom music is actually used or inserted so this patch is just incompatible with a vital AM405 ASM hack I assume.

So what's wrong with it in particular? I would like to use it, but the solution is so far and beyond me I felt it'd be better to ask someone who knows the ROM inside out then take several wild guesses. Especially since the two things seem completely unrelated to each other.
I've tried several different ones now, at the front of an empty bank, in middle, completely isolated, it doesn't matter where it is in the ROM it seems.
I'm looking for testers for my hack again. I tried this before the first time I tried submitting it and couldn't get any responses, even through PM, and just let my friends bug test it, and the submission didn't work out. For my next submission, I bug tested it myself and it still didn't work out. Before I submit it a third time I'm going to look for testers here one last time. This is the hack I want tested and looked through. I am most definitely looking forward to some critique and help on making it look and maybe feel better since I'm a really poor judge and designer of visuals and I tend to miss a lot of obvious level design pitfalls but mostly I just want to make sure it works. This is a list of patches that I've used on this hack. Everything else should be obvious. I'd really appreciate any and all help I can get on getting this thing submitted finally as I've been having so much trouble getting it to not crash at every opportunity it gets, as well as any help on making it better. Thank you.
Originally posted by Virus610
SchwerMuta: I can tell you now that if music crashes an emulator like BSNES or SNES9x, it will surely be rejected. Not to discourage you, but you're going to want to fix that. There are plenty of tracks you can use that won't crash emulators, but they may not necessarily be the ones you wanted originally. The sacrifice will have to be made if you want the hack to be hosted on SMWC though.

From: http://www.smwcentral.net/?p=section&s=smwhacks&a=submit
Originally posted by Rule 4
Your hack must be compatible with the newest version of all major emulators (ZSNES, Snes9x, bsnes).
Exceptions can be made if absolutely necessary so long as you warn players in the description, but easily avoidable incompatibilities (e.g. custom music) will not be accepted.


I'd be willing to test your hack if you're okay with me streaming the process, but you'll have to fix the thing that will guarantee it being rejected, or it'd kind of just be a waste of time for all parties involved.


Last I checked I finally got it working but if it still crashes somehow then I will just remove custom music from it altogether because it isn't any of the music I'm using, it's AddMusic itself. It refuses to play nice with my hack, regardless of what version I use.
Pages: « 1 2 »
SchwerMuta's Profile - Posts by SchwerMuta

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy