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Posts by DDCecil
DDCecil's Profile - Posts by DDCecil
Pages: « 1 2 3 »
Is there an extractor or anything that allows me to get a simple list of all of my levels and what exits/secondary exits that are in each level? I have 2 levels that are exits from somewhere, but I have no idea where (and since I have every single TEST level used up, it'll take awhile to find them).

Example if I'm not making any sense:

105 - Exits: 90, 1A5

Thanks in advance. #ab{:)}

Knowing me, it's probably already available in Lunar Magic or on this site somewhere, but I'm just too dumb to find it.
Okay, I understand that hex addresses 2D07A and 2D092 hold the multiplier for the goal timer. I'd like to have it multiply x10 instead of x50. I tried 0a and it worked for 400 and down, but any number after that counts down to 0 then goes to 65530 and counts down from there. Is there any way to fix that? Is 0a even the right thing to put at the hex addresses?

Also, what should I use to change the "timex50=score" into "timex10=score"?

Thanks in advance.
Thanks! The score patch works great! Unfortunately, I'm getting this error while trying to add the other patch (I already went into the file and changed the "5" into a "1"):

I tried searching for VWFtable.txt, but all results came up empty.
It keeps giving me the same error, no matter what I do. Could I hex edit my hack so I can change the 5 into a 1? If so, at what address?
Worked like a charm! Thank you very much Alcaro and Lui37!
Would it be possible to re-enter destroyed castles/fortresses with the "A" button instead of "L+R", and if so, what would I need to change with a Hex Editor?

Thanks in advance!
Worked like a charm! Thanks again!

Edit: Actually is there a way for B, Y, and X to work also? I've always pressed A to enter levels, but the other button presses work too I just found out :)
I hope this one-time bump is okay, how do I also make B,X, and Y work to enter a destroyed castle/fortress?
Close, it now makes Y+B or A+X enter the destroyed levels. I was hoping to enter them with any 1 of the 4 buttons (since you can use any of them to enter a level).

Worked great! Thanks again!
Using YY-CHR, I changed some of the background tiles to make my own, but now in the credits, they appear and I don't want them to.

Is there a way to access the backgrounds used during the ending (via Open Level Address maybe?) to fix the screwed up tiles?

The affected parts:

If there isn't any easy way, I'll just revert them back to their original tiles.
ExGFX kind of scared me at first, but after looking at a tutorial, it went smoothly. Thanks!
By the time it reaches the Mecha-Koopa part, the song is over. Is there anyway to fix it so it is like the original? Here's what happens:
Worked great! Thanks!

Edit: New problem #tb{D:}
I figured it out!
Could I just use 1 for all 4 fortresses (say level DF and use the other 3 for other levels), or should I just use all 4 to avoid anything bad from happening?
Thanks for the answer!
Something I need help with!

1. Any time I edit the Message Block/Level Names/Boss Sequence text, when I enter a sub-map in the overworld, it takes a a lot longer to enter than usual (it stays black for about 3x as long). I've edited text before and have never had this happen until now. Anything I can do other than move everything to a clean ROM?


EDIT: Moved levels to a clean file (and nothing else), and it still does it!

2. I'm trying to make an invisible vine block that can't be touched until hit. I tried the one in the BLOCKS section of the site, but it didn't work for me.

I'm guessing I would need to change the 2nd LDA, but not sure what number to put there.

db $42
JMP MarioBelow
JMP Blank
JMP Blank
JMP Blank
JMP Blank
JMP Blank
JMP Blank
JMP Blank
JMP Blank
JMP Blank

CMP #$80
BCC Blank
LDA #$1F - Change this one?
STA $1693
LDY #$01

Thanks for any help!
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DDCecil's Profile - Posts by DDCecil

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