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Posts by lolcats439
lolcats439's Profile - Posts by lolcats439
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How are you supposed to make this jump in A Sinking Feeling?

Open the Map16 editor (question block on toolbar),go to page 1 (using up/down arrows), click the muncher, then click the Flip Y button, then press down twice to go to page 3, then right click in an empty area to paste the upside down muncher, then press F9 to save.

Then, in the Add Objects window, select Direct Map16 Access, select page 3, select the upside down muncher and add it to the level.
Yes.
An easier solution for the first one is to remove all the water blocks from the level and just make the level a water level using the "Make this level a water level" checkbox in the "Modify Main and Midway Entrance" window.
Originally posted by Ultimaximus
levelinitcodes.asm is the file for INIT routines, code that is run only once for that level. Good use would be for HDMA, allowing gradients and effects to be displayed during mosaic fades instead of popping out of nowhere (and reducing potential lag if it was run every frame, but that is negligible).


How do you do that? I tried putting the code here in levelinitcode.asm, but it doesn't work. It works in levelcode.asm though. I'm using it in a layer 2 level, if that helps.
Changing it to a door fixed it, thanks.
I am using this HDMA code in a level using LevelASM, in levelinitcode.asm. It works, but if I die and get a game over, the gradient is still shown on the game over screen. Is there a way to fix this?
To save in the 8x8 editor, press F9, then press the import the graphics into the rom using the green mushroom button.
That fixed it, thanks.

Edit: about my question above, I changed my code to this:

Code
MainOW:
  LDA $1EEB         ;\ Only run if special world is passed
  BPL MainOWReturn  ;/
  REP #$20
  LDA #$6F35        ;| new OW border color
  ;LDX #$00          ;| index of color number to modify * 2
  STA $0719    
  SEP #$20
MainOWReturn:
	RTS


And it still doesn't work. It's definitely writing to that address, as seen in ZSNES's cheat search function, but the OW border color doesn't change, not even after beating another level and coming back to the OW. I must be missing something obvious here. Any ideas?
It is under View > Event Log.
I think 3.5.

http://www.microsoft.com/downloads/details.aspx?FamilyId=333325FD-AE52-4E35-B531-508D977D32A6
It's an .asm file, not an .ips, so no.
Actually, you can, using Smallhacker's Entrance Level Repointer.
Make sure press F9 in the Map16 editor.
Carol' will only glitch up if you use the old version, 1.22 doesn't have that problem.
Use level mode 2 instead of 1, which has layer 2 interaction enabled.
You can just download the MORE.asm in the patches section and apply it using Xkas.
Originally posted by lolcats439
Using OW ASM v1.1, how would I change a color of the main OW palette to a different one if the special world is passed (such as the main border color, palette 0 color B)? I have this code now, but it doesn't work, nothing happens:

Code
MainOW:
  LDA $1EEB         ;\ Only run if special world is passed
  BPL MainOWReturn  ;/
  REP #$20
  LDA #$6F35        ;| new OW border color
  LDX #$16          ;| index of color number to modify * 2
  STA $0703,x    
  SEP #$20
MainOWReturn:
	RTS


Nevermind, I think I found a way to do it, but not using OW ASM. I'm trying to make a patch that basically works the same way as the Custom Mario Palette patch.
Originally posted by Fakescaper
Using OW ASM v1.1, how would I change a color of the main OW palette to a different one if the special world is passed

Errrm couldn't you just do that through lunar magic?


No, the different submap palettes in the OW Palette editor only affect palettes 4-7. Changing the border color affects all submaps, even if the special world is not passed.

Edit: It turns out I was changing the wrong color with the OW ASM code. The OW border color is actually palette 1, color 9, which is RAM address $0735. So this code works:

Code
  LDA $1EEB         ;\ Only run if special world is passed
  BPL MainOWReturn  ;/
  REP #$20
  LDA #$6F35        ;| new OW border color
  ;LDX #$16          ;| index of color number to modify * 2
  STA $0735    
  SEP #$20


However, it still shows the old color for a split second, and it only changes at all after activating an OW event after passing the special world. Beating an already beaten level makes nothing happen.
I've almost got a patch ready that adds support for custom palettes for the OW border per-submap and if-special-world-passed, but it doesn't work. The main thing wrong is that it isn't pointing to the right data when a custom palette is specified in the pointer table. Here is the code. When I enter Yoshi's Island (after exiting, needed for some reason), the border becomes black instead of the colors specified. I think I need to use a 24-bit pointer, but can't find how to do that. I also tried switching to the current bank by wrapping the code in PHB PHK PLB *code* PLB, but that just made the border black on all submaps.

So, what am I doing wrong?
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lolcats439's Profile - Posts by lolcats439

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