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Posts by LDA

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I just want to ask if any ASM programmer has the time to make a simple patch for me.
All I want is something to change the tiles/palette used in the bonus game sprite. For example replacing the mushroom with garbled graphics a shelless turtle or something.
I'm learning ASM and from what I know about the ROM this should be simple.

Thanks for reading and I sure hope I don't sound like a newbie asking for this.

Edit: I have done at least 2 hours of research so I'm not lazily (is that a word?) asking for someone's time.
Originally posted by MarkD
But the problem is if you are in a normal level with a reserve mushroom, and then you hit bonus stars to enter the bonus room, then suddenly, a shellless koopa in your item box.

Something you should watch out for.

The 1-ups from the end of the game will also look like a shell if I were to do that.

I'm pretty sure this requires modifying the sprite's YXPPCCCT table or something. It would be pretty funny if the items were all enemies instead of power-ups! #smw{-_-2}
Originally posted by MarioFanGamer
Fancy stuff that I only somewhat understand

Can be patched with both assemblers, doesn't require any freespace (because it's just a hex edit in patch format) and it should be also pretty obvious what you need to change.

I knew that this shoud just be a simple hex edit I just didn't know where to apply my hex editor ninja skills. I'll try it out.

I will also be sure to mention your name in the credits. I love this community already.
Originally posted by MarioFanGamer
Originally posted by Technius
I will also be sure to mention your name in the credits. I love this community already.

Thanks but it's just a simple hex edit so my name doesn't need to be mentioned in the credits. In fact, I find it better if my name is not mentioned in the credits for that reason.

Yeah, thats kinda funny. I was thinking about that. I guess I can thank your now instead of in the credits. WELL THANK YOU. My bonus game looks funny now.

Well, I looked at it for a while and I think I understand it. I have never used it myself, but it looks like tilemaps and YXPPCCCT and I am familiar with all of that.

First step would be to change GFX0F.bin to have the words you want in it. (Oh, really?)

After that I might get a piece of paper, mspaint, or some ASCII skills to plan out what tile will go where. It may end up looking something like this:

| 00 | 0C | 03 |
| 0A | 06 | 16 |

Maybe it reads DIE HI! or something.
Tiles 00 and 0A could be the top and bottom of the H
Tiles 0C and 06 could be the I, etc.

Then it needs to be converted to this abstract format:

0F Num

00 | 00
01 | 01
02 | 02
03 | 03
04 | 04
05 | 05
06 | 10
07 | 11
08 | 12
09 | 13
0A | 14
0B | 15
0C | 4A
0D | 4B
0E | 4C
0F | 4D
10 | 4E
11 | 4F
12 | 5A
13 | 5B
14 | 5C
15 | 5D
16 | 5E
17 | 5F

This is because the game loads into GFX10 (overworld sprites) for some reason.

So the HI! table above would now be:

| 00 | 4A | 03 |
| 14 | 10 | 5E |

In my opinion that might be the most tedious part.
We must now put this into MarioStartEditor.asm in a way that the game can understand. The game seems to use top and bottom rows seperate and in reverse order. Yeah, that makes my life so much easier.

The first row of numbers would be
db $03,$4A,$00

because it is now in reverse order

The second row would be
db $5E,$10,$14


Finally, that's over with!
Now all we need to do it set the palette, priority, and x/y flips. Forget what I said earlier, THIS is the most tedious part. Let's just call this ALL tedious, just like the rest of ASM and ROM hacking, right?

Let's just start with the top row. In reverse order. Hooray.
This uses XYPCCCTT, which is the property format in binary. Each letter group means:
Originally posted by SMWiki

X : X flip
Y : Y flip
P : Priority
CCC: Palette
TT : Bits 9 and 8 of tile number

The first tile, 00, top of the H, we want in palette C. Now this will be at the end of the line of numbers because it is all in reverse order.
If we wanted a y-flip, no x-flip, and palette C it would be:

Don't get overwhelmed. It's not as hard as it looks.

The 1st bit, 0, is because we want dont want an x-flip
The 2nd bit, 1, is because we want at y-flip
The 3rd bit, 0, are the priority. Keep this 0.
The 4th, 5th, and 6th bit are the palette. We wanted palette C. The palette table is:
Originally posted by SMWiki

000 = Palette 8
001 = Palette 9
010 = Palette A
011 = Palette B
100 = Palette C
101 = Palette D
110 = Palette E
111 = Palette F

The 7th and 8th bits, 10, is the second page bit. I would keep these as 10.

Now we use windows calculator (opened by Winkey+R then type "calc") the convert binary to hex! Make sure it is in programmer or scientific mode. Done using the view dropdown bar.

I just tried this myself and it was indeed very difficult, but it changed the text. Some stuff looked glitchy, but I didn't try very hard. I hope you can get this working.

Just pray that it works. If it doesn't, I may still be able to try and help.
Simply set the priority:

This layout is simple. I give it a 9/10. It doesn't hurt my eyes like other layouts.

Also some quote and code examples:

Originally posted by Tips of the Day
If you edit level 0, make sure you also edit level 100. Both of them are used for the bonus game.

INC $19

I've never seen it change based on the time of day. Is JavaScript allowed on layouts?
I'm not fully an ASM programmer, but I might be able to help.

I would recommend making a custom block for this. You may want to take a look at S.L's SMB3 Brick because it changes to and from a coin.

If you're lazy as hell, Alternatively, you can avoid placing a P-Switch near blue coins.

EDIT: You could even make ExGFX (or modify GFX) for the coin so no animation is triggered by the P-Switch. Ghost houses are stereotypically puzzles which stereotypically have lots of P-Switches...

Unless it's big enough to use as a shield
The "Act As" Settings is for 16x16 tiles, not for individual 8x8 tiles, so the whole 16x16 tile can either be solid, non-solid, or any other act as setting.

I'm sure it would be simple to create a custom block that solids Mario's x/y position/speed when he is midway through the block. If you are not an ASM programmer, it may not even be worth the effort.

Originally posted by Von Fahrenheit
I wouldn't be surprised if someone has made a few already, actually.

I looked through the blocks and patches section, but there was nothing relevant there.
Hence the name, the idea of this thread is to guess an SMW level!

The rules are simply respond the poster above you then upload an image of another level. Not limited to just SMW anymore, you can use any romhack on SMWCentral! Don't tell the name of the level.

I'll go first:

Vanilla Dome 4!

Edit: Fixed everything
Edited the rules
Cookie Mountain!

Let's keep with the theme of bringing red Yoshi there, huh?

Edit: I see some people are being lazy and taking screenshots from wikis. That's stupid.
Outrageous, definitely.

Originally posted by Erik557
This game is too easy. What's the problem with using hack levels? if someone doesn't know which level it is, then he doesn't answer and that's it.

Very true, it is way too easy.
We could allow using hacks, but does anyone have an opinion whether or not we should tell the name of the hack?

I'll go first then edit the rules

Image from Hack 3!
Are you using an .smc ROM or an .sfc ROM?
It's very unclear what you are asking to do.

If you are trying to make custom layer 2 8x8 tiles, extract graphics (#lm{extgfx} or #lm{extexgfx}), edit them with YY-CHR, then insert graphics (#lm{insgfx} or #lm{insexgfx})

If you are trying to add custom layer 1 16x16 tiles, it has something to with this patch, but I have to say I've never used it myself.
A while ago I found a trick to modify hardcoded colors on shared palettes. I thought I'd share it!

Step 1:
Make sure you have the level palette box unchecked in #lm{pal}.

Step 2:
Make sure you have "Enable Lunar Magic's Global Animations" checked at #lm{aniset}.

Step 3:
Find somewhere to make a color. This could be on a black spot in the current palette, another Lunar Magic, or temporarily enabling level palette. Make your color there.

Step 4:
Hover over the color and look at the SNES RGB Value. Remember it!

Step 5:
Open "Edit Global ExAnimated Frames". (#lm{exang}) Find an open slot and set "Type" to "Palette", "Trigger" to "None", "Frames" to 1, and "Destination" to where you want the color. (Can be found by hovering on the palette window)

Step 6:
If you know what this dialogue does, you should probably know what's coming next. Copy the SNES RGB Value you remembered (hopefully) into this first frame slot!

Step 7:
On step 3, if you used freespace on the current palette, don't forget to change the color back to how it was. If you didn't use the freespace method, don't read this.

Now we can change the hardcoded colors when using shared palettes! This was useful for me to copy colors from the green sprite palette to the red one so I could edit GFX00.bin to allow for classic plants globally.

Why Lunar Magic doesn't include a patch for this, I have no idea. (Someone shoud tell FuSoYa!)
This is ridiculous!

Why can't everyone just follow the rules?
It's as simple as headered .smc and unheadered .sfc!

Back on topic, are you expanding it to an 8MB ExLoROM?

Originally posted by Lunar Magic Help File
Normal LoROM games can go up to 32 Mbit (4 MB) in size. But if you need an insanely large amount of space, Lunar Magic can go beyond this by converting the ROM to a 64 Mbit (8 MB) ExLoROM game. However, this involves moving the original ROM banks around and not all emulators or other SMW utilities support this map type. Also, any custom ASM hacks already inserted by other programs that used SNES pointers with bank bytes within the 80-FF range instead of the standard 00-7F range (for example, a standard FastROM patch) will malfunction or crash and will need to be manually repaired or moved.
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