Banner
Views: 992,776,225
Time:
18 users online: Ahrion,  Alex_X8,  Anorakun,  BeeKaay, blocc, CaptainFebreze, Children's Digest 1950-2009, Donut, Hiro-sofT, Host00312, KekShadow_08, NBKevin98, Nextalis, ninj, oyok, rafaelfutbal, Russ, Steamed_Hams - Guests: 97 - Bots: 107 Users: 54,453 (2,085 active)
Latest: moneydee8
Tip: Palettes 0-3 do not work correctly on the overworld unless you use LM's option to disable the event reveal animation.
Not logged in.
Posts by xamexer
xamexer's Profile - Posts by xamexer
Pages: « 1 »
Hey Guys, I have a question here: is it possible to change multipl colors at once. like for example, i want the whole pallet to be darker, or just these and these colors a little blue but all consistent, thats it. or is there maybe a tool i missed ? I mean the colors are just ASM codes or something (dont know much about it). maybe there is a way.
Hello :)
I got a Problem with my Overworld HDMA disappear after reentering a Submap where the HDMA is on.
Furthermore: I tried it withouht any HDMA and I notice that when I'm on a subworld the BG is (light blue/white) and when I reenter it automaticly switches to black.

Here without HDMA:

https://youtu.be/V4EXX3JNtSc

Here with HDMA ( I disabled the border in the emulator so you can see the problem better):

https://youtu.be/XaTxvQfl_mo

I tried to do the whole Pallet black to check which color is the (light blue/white) but it seems that the (light blue/white) is not in the pallet but in the code somewhere.

https://imgur.com/a/9vTM9RW

For testing reasons I unpatched every patch I have in the game but none of my Problems got fixed.

(As you can see in the video there is also a lag between changing the Subworld (seen by mario stop moving in the top left). No idea where this problem comes from. I tried using a clean rom with no patches but the lag comes as soon I edit the Overworld so I think my color Issue has something to do with this Issue too. not sure though.)
Hello :)
I got a Problem with my Overworld HDMA disappear after reentering a Submap where the HDMA is on.
Furthermore: I tried it withouht any HDMA and I notice that when I'm on a subworld the BG is (light blue/white) and when I reenter it automaticly switches to black.

Here without HDMA:

https://youtu.be/V4EXX3JNtSc

Here with HDMA ( I disabled the border in the emulator so you can see the problem better):

https://youtu.be/XaTxvQfl_mo

I tried to do the whole Pallet black to check which color is the (light blue/white) but it seems that the (light blue/white) is not in the pallet but in the code somewhere.

https://imgur.com/a/9vTM9RW

For testing reasons I unpatched every patch I have in the game but none of my Problems got fixed.

As you can see in the video there is also a lag between changing the Subworld (seen by mario stop moving in the top left). No idea where this problem comes from. I tried using a clean rom with no patches but the lag comes as soon I edit the Overworld so I think my color Issue has something to do with this Issue too. not sure though.

I would love if someone could help me, thank you very much <3 <3 <3
Originally posted by Thomas
In regards to the lagging on submap change, that's most likely due to custom music from AMK. Whenever you switch to a (non-global) song, AMK has to upload that song and all its samples to the SPC chip. That takes a while, hence the pause. If all your songs use the exact same sample set, AMK has ways to skip uploading those (which will dramatically reduce the load time), but I'd say don't worry too much about it.

As for why the HDMA disappears, I'm not completely certain, but I have a hunch. If you have the UberASM code only running in init, it's possible that UberASM's init routine only runs on the first overworld load and not when switching submaps (as that doesn't actually perform a hard reload of the overworld). Try having it run in main instead and see if that fixes it.


@Thomas Omg thank you sir ! You are a true wizzard :o
I put it as main and now it works just fine. And yeah I think the lag is caused by AddMusic but I dont think its a big Problem. I just want to know what cuases this problem. Thank you very much my friend ! <3
Hello :)

so the problem is following. I have a pretty big overworld so far and used alot of red path and pipes. Everything worked fine. But now for some reason everytime I try to enter a red path I get teleportet to the same exact spot. (bottom left of Vanilla Dome). I had a teleport there but after i saw the problem deleted it again.

But the issue goes on. I tried deleting every red path on the whole map so that my ("Link Exit Path Tiles" -> "Tile Exit Index to use:") completly clearn and empty. But when I now connect two red path with each other I STILL get teleportet to the same spot from before(bottom left of Vanilla Dome), Even thought there isnt a single other Red path on the map except for the two I try to connect.
Weird thing is that pipes still work the normal way, but I dont want to connect my whole Overworld with pipes since I already have my design done.
I have no Idea why that is so. I thought maybe there is a invisible Layer 1 Tile so I put Filler Blocks there, but still same result.

Here a short video of the Issue (with voice):
https://youtu.be/RP3i7RwsHUQ

If someone could help me, that would be awesome. I cant realy continue my Hack if it is possible that my Rom is now broken or something...

If there is no direct solution maybe there is a tool or a way to reset all path or make them null/empty?

Thank you, thank you in advance <3 <3 <3

-Xam



EDIT: I found out what causes this Problem.
Problem came from "Overworld Exit Smoother" patch. might not be compatible with my Rom or my other patches.
https://www.smwcentral.net/?p=section&a=details&id=21037
(restricted)
Sorry I didnt know that there is a "Ask anything" Thread. Just found out and think I get more ppl to read it here :(
Hello !

Me and my friend want to play some kaizo hacks together and since the default 2 Player of mario is.... not realy good, and also doesnt even matter when having the retry patch installed, I thought about inserting this UberASM code.

Its realy good, I tried it on my own Hack but in this case I want to use it on hacks by other ppl.

Now the Problem: This is a UberASM. to apply a UberASM you need a list.txt with all the already inserted UberASM files, because if you dont have them and try to insert the UberASM you basicly erase every other UberASM...

My Solution would be to convert the UberASM to a Patch, but I dont realy know how to do that. I couldnt find anything similar here on SMWcentral but someone told me " you'll have to convert it into a patch which shouldn't be too diffiult, just need to find a good spot to hijack "

I'm pretty new to ASM in general and dont realy understand alot about ASM, thats why I try my luck here.

Thank you so much if someone could help, i realy appreciate the help and effort <3 <3 <3
Ohhh !!! thank you so much you are the best ! <3 <3 <3 and sorry for the whole code.
Hey Guys !
for my level I'm using this Walljump/stick UberASM, and a edit of this Dissapearing Block, so the block also triggers from the side.
this here is the edited version of the block, the UberASM we didnt have to change.

So the Problem:
When jumping onto the block mario gets into the "jumping off" position. but when the block disappear mario stays in that position since he doesnt realise that there isn't a block anymore on the position he jumped.

Maybe solution ? :
would it be possible to put in a routine to check if the block where mario jumped on is 25 and if yes, breaks out of the "stick on wall" state and reset his y speed to 0 so he drops ?

Here the video example. (ignor the graphics, I didnt import the animation yet)

I'm pretty new to ASM in general and dont realy understand alot about it, thats why I try my luck here.

Thank you so much if someone could help, i realy appreciate the help and effort <3 <3 <3



EDIT:

I GOT IT WORKING ! THANK YOU ANYWAY FOR READING <3
Hello my friend !
Im requesting the following song if that would be possible:

Track Name:
VVVVV - Pushing Onwards

Sampled:
I'm realy sorry, i'm not so advanced in SMW Music and Sample knowledge. I just liked it alot, if it would sound like in a retro style like the original

Audio Reference:
https://www.youtube.com/watch?v=25m3Gk7mRQM

Note Data Reference:
https://www.vgsynth.com/uploads/2/2/6/9/22693494/pushing_onwards.mid

Also here is a better one:
https://onlinesequencer.net/app/midi.php?id=923551

I would extremly appreciate it, if someone would port this. This would be so awesome <3

If this song is to hard to port, then let me know and I will get rid of the request.

-Xamexer
Pages: « 1 »
xamexer's Profile - Posts by xamexer

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

Copyright © 2005 - 2022 - 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
  • sm64romhacks