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Posts by lolcats439
lolcats439's Profile - Posts by lolcats439
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Originally posted by WhiteYoshiEgg
I've uploaded an IPS version to the file bin. You have to patch it to clean ROM, though.


Which is one big reason why ASM is better. My hack was already heavily modified before I decided to make it an RPG Overworld. That IPS would not work with it, only the ASM would, unless I ported everything to a new ROM. Also, what if you wanted to apply multiple IPS patches to a single ROM? It doesn't work. This does work with generally with ASM patches.


http://www.smwcentral.net/?p=thread&pid=369142

Originally posted by lolcats439
You can also make functional elevated ledges in an RPG Overworld. Just copy an empty level tile that's already set up, change it's level number to an unused one (since level tile settings are per level number), and disable the directions that you shouldn't logically go in (off/through ledges, etc, except if there's no level tile in that direction). For my overworld, I use 9 different level numbers for level tiles with different enabled directions (some star road levels are overridden):

0 = all directions enabled
132 = up, down, right
133 = up, right
134 = up, left, right
135 = up, left
136 = up, down, left
139 = down, left
13A = down, left, right
13B = down, right

Here's a base RPG Overworld hack I just made with some ledges set up with the right level tiles, and with the RPG Overworld patch applied. Also, Palette 6, color 7 of the Overworld palette is changed to rgb 64, 208, 32 to make the ledges look right.

It's also possible to place level tiles in Layer 1 events, so you can have unlockable paths this way. You can't edit their settings directly when placed in a Layer 1 event, but they will have the same directions enabled as the level number of the tile you copied/pasted.



You can transfer the OW from this base hack to your own hack using the overworld transfer trick. Just open the base hack in LM, open the overworld editor, then open your hack in the main window, and the base hack's overworld will still be there in the overworld editor. Just save the overworld from the File menu and it will save it to your hack. It will not transfer the overworld palette though, but only one color is change from the default.


Originally posted by cheeseofdoom
So I guess I did have the right idea then....

Well then, is there a way to make mario's walking smoother then? because it's rather stiff looking at the moment when you try to hold a direction to get mario to go in a direction.


I noticed that too. It seems like mario pauses for one frame when walking. I tried to find a way to fix it in all.log, but failed.


Originally posted by lolcats439
Where is the GAME OVER tilemap loated in the ROM?


Nevermind, I think I found it in the data table at x012D1, starting at x012EA. It's mixed in with the MARIO/LUIGI START tiles. The top half of the word GAME is there in reverse order, using tiles $05,$04,$03,$02.

Edit: simply changing the tile numbers to a different one while having YY-CHR open with GFX0F as a reference does not work, it loads a completely different tile. If I change the 02 to 0D, it should load the top of the E which is 0D, but it doesn't, it just loads a glitched tile. If I change it to 12, it uses the bottom of the G, when 12 in YY-CHR is the bottom of the V. Strange.

Edit: It seems the GAME OVER tiles get loaded into GFX00 before being displayed. Most of them don't get loaded into the same tile number as they are in GFX0F.

Edit: Some googling shows the entire tilemap has already been discovered.

In the $0090D1 table, the top half of the GAME OVER text is at the PC address x012E5, and are the bytes 4C 4B 4A 03 5F 05 04 03 02. These are in reverse (REVO EMAG). The bottom half is in the next table ($009105) at PC address x01319, and are the bytes 5C 4B 5A 03 5F 05 14 13 12.
Actually, it will say "Bad Rom" anyway after patching any patch to it. It's because the content of the ROM will no longer match the checksum generated for it by Lunar Magic. It doesn't mean the ROM is broken though. To fix it, just save a level in LM after patching.
It does, but it calculates the freespace needed by multiplying the number of lines by 2.5, instead of getting the exact number of bytes needed.
It turns out there is a way to see newer ROM/RAM addresses directly, even without a Date column. You have to have saved a copy of the ROM/RAM map to your hard disk (you can do this now and wait a while), preferably as a text file (if not you can open it and re-save it as text). Then just go to the ROM/RAM map online for the current version and save the page as text, as a different filename, like rommapnew.txt. Then just use a diff viewing program such as WinDiff to compare the two files to see any new ROM/RAM addresses added since the old file was saved.
Has anyone managed to beat Tower of Impossible?
It's normal if it says Checksum: FAIL and BAD ROM. That's because once you apply the patch, the contents of the ROM no longer matches the checksum Lunar Magic generated for it. It doesn't mean the ROM is broken. It will be fixed one you save a level in Lunar Magic, which will generate a new checksum for it.

Edit: The early repeat bug is fixed in Carol's Addmusic 1.22.
Originally posted by Iceguy
Why do you want to see the latest RAM and ROM submissions listed anyway? If you need to search for something, you can always use Ctrl + F.


Why not? Like the other sections, a ROM/RAM address may be submitted that does something you might not have thought of trying. You can also Ctrl+F in the Custom Blocks/Sprites/Music/ExGFX/Patches sections too, and they all have date columns anyway.

Anyway, it doesn't have to be added, and if it was, all the old addresses would have no date listed anyway.
Originally posted by Diamond Dust Midna
OK, I'm stuck in Sabure Tower, in an area with two potted plants and a monkey statue. There's a tall shaft with a one-way platform at the top, but I can't reach it, no matter how hard I try. There are no invisible blocks or anything. I got so confused about it that I kept fooling around in that area, hoping that there was a secret to it, for most of the time limit I was given, to no avail.

Any help?


Edit: OK, never mind, I figured it out.

Excellent hack you have here. The music fits, the graphics are awesome, the level design is clever... if this doesn't get featured, then I've got some chops to bust.



How did you get past that? I'm still stuck there.
You can't place one block on top of another and have them both work. To have invisible coin blocks with outlines, open the Map16 Editor (question block on toolbar), left click one of the switch block outlines, click Edit 16x16 Attributes, change the Gameplay properties number (what tile it behaves like) to 21, which gives it the invisible coin block's behavior. Find tile 21 and right click it to past the new tile over it. Press F9 to save or it won't work. Now all invisible coin blocks will have an outline.
lol fake ground. I have that in some levels of Super Not Nice World.
Originally posted by lolcats439
You can also make functional elevated ledges in an RPG Overworld. Just copy an empty level tile that's already set up, change it's level number to an unused one (since level tile settings are per level number), and disable the directions that you shouldn't logically go in (off/through ledges, etc, except if there's no level tile in that direction). For my overworld, I use 9 different level numbers for level tiles with different enabled directions (some star road levels are overridden):

0 = all directions enabled
132 = up, down, right
133 = up, right
134 = up, left, right
135 = up, left
136 = up, down, left
139 = down, left
13A = down, left, right
13B = down, right

Here's a base RPG Overworld hack I just made with some ledges set up with the right level tiles, and with the RPG Overworld patch applied. Also, Palette 6, color 7 of the Overworld palette is changed to rgb 64, 208, 32 to make the ledges look right.

It's also possible to place level tiles in Layer 1 events, so you can have unlockable paths this way. You can't edit their settings directly when placed in a Layer 1 event, but they will have the same directions enabled as the level number of the tile you copied/pasted.

The second problem is usually caused by not uninstalling the Title Screen Recording ASM (under File > Title Screen).
I've been trying to find this myself. It seems like it should be as simple as a one byte hex edit, but I couldn't find anything like that in the Reznor code in all.log.
That's normal after anything other than Lunar Magic edits the ROM. It's not broken. It just means the content of the ROM no longer matches the checksum given to it by Lunar Magic. Just save a level in LM an it will give it a new checksum.
Is anyone else able to do a find/replace of a hex value with another hex value in Translhextion? I can't seem to be able to do it. I can find a hex value (11, I am editing a Map16Page.bin file) by putting <bh:11> in the find box, but replacing doesn't seem to work the same way, even though the help file says it does. If I put <bh:0D> in the replace box and click replace, it replace the first 11 with bytes 3C 62 68 3A 30 44 3E. It doesn't matter if Use special syntax is checked or not. Am I doing it wrong or is this a bug?

Anyway, I was able to replace all the 11s with 0Ds (changing all tiles from palette 4 to 3) using XVI.
The script file is http://www.smwcentral.net/html/snowstorm.js

If you use Adblock plus, this specific file can be blocked from loading by adding it as a filter, and the hack screenshots will still work.
The Slope Fix patch comes with a block that does that.
It's in the patches section, right here.

And yes, feel free to base a hack on it.
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lolcats439's Profile - Posts by lolcats439

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