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Request Name: Pokey where segments disappear when jumped on.
Type: Sprite
Tool: Pixi
Graphics: Vanilla
Description: A pokey that can be normal and spin jumped on, but each time you do, it gets one segment shorter. The segments disappear in a puff of smoke. Customizable horizontal speed and starting number of segments via extra bits or in the .asm file would be a bonus.
Thanks for the updates! Real life should always take precedent, so no need to apologize for that. Glad to know the gears are still turning though, thank you!
I have all my resources in a single folder (ROM, pixi, gps, uberASM, etc) and just make a .zip of the whole folder after a day of hacking or before I make a large change or edit I haven't done before. Then I put the .zip on another harddrive. This may be overkill, but it gives me peace of mind.

Also, Lunar Magic creates routine backups automatically which are very useful if you make a change that you'd like to rollback. These backups can be found in the same directory as your ROM in the 'sysLMRestore' folder. The backups can be accessed in Lunar Magic from File > Restore > Restore ROM to previous state. However, if the device your hack is stored on (harddrive, ssd, thumbdrive, etc) happens to corrupt somehow, you run the risk of losing your hack as well. Hence why I like to make a secondary backup as I described above.
Originally posted by AbuseFreakHacker
Request Name: Dolphin jumping diagonally
Type: Sprite
Tool: PIXI
Description: A Dolphin jumping diagonally


I actually second this request. More variance in dolphins would be really cool! Neat idea. A piggybacking idea would be a dolphin that jumps (swims?) horizontally from left to right until it hits water. Kind of like a pong ball.
You could use these blocks and place them on either side of the ledge to prevent regular goombas from walking off. It's kind of a cheap work around to force sprites into a certain behavior without adding or modifying the original sprite.
Try changing:
Code
!itembox	= !status_tile+$12

to
Code
!itembox	= 0


Also, change:
Code
db $5B,$FC,$5C			;item box

to
Code
db $FC,$FC,$FC			;item box


and
Code
db $21,$28,$21			;item box

to
Code
db $20,$28,$20			;item box

This should get rid of the ( ), but keep in mind it will not disable the function of the status bar item. So if you get an extra powerup that would normally go to the status bar, you can still drop it by pressing select.
So I've used STEAR for a bunch of remapping and palette changes, but there are two sprites that are giving me issues that I'd like some help with.

First,
I have remapped all of Yoshi/Yoshi Egg so it's now in GFX00.bin and it works fine, however, when Yoshi's egg is placed in a level [Sprite 2C], the graphic is still loaded from the original graphics page. How do I remap this part of the sprite?

Graphics Page 0/1:Graphics Page 2/4:

Secondly,
I am trying to change the palette row of the default turn block bridges so that they use row 10[A] instead of 8, but despite STEAR claiming the row is 10, in game the row used for the bridges is still row 8. How would I force this change?


==FIXES==

I found my fix for the turn block bridge palette in the ROM map. Looks like I run this code for others who are curious:
Code
org $01B790 : db $09, $xx, $99, $07, $03, $99, $0B, $03, $99, $0F, $03, $99, $13, $03
To get my palette to change to Row 10[A] I change the second entry, $xx, to $04.

Also, the fix for [basically everything Yoshi Egg related] was created by Maarfy here:
https://smwc.me/1513556

Thanks!
Oh wow, 7th place! Thanks judges :). I've read all your comments, and have fixed some of the things you've all pointed out. I'm glad you all enjoyed my overworld submission; it will be the overworld used in my first released hack. With your ideas, suggestions and criticism I hope it will be a more polished version for everyone to enjoy. Thanks!
Originally posted by Ragey
two years later and you're still busy remapping yoshi tiles?

Code
org $018335 : db $09,$07,$05,$07


properties of the four eggs, reduce by -1 to move them to the front page


Yeah I've been sporadically working on my hack for the past 2 years, and I've recently ported everything to upgrade some stuff. I've been going back through and fixing little things here and there that I've missed.

I appreciate the reply, but either I'm missing something, or the code doesn't work for me. I reference Thomas Bankxx.asm files when I do .asm work, and it looks like the code you provided corresponds to the egg palettes. I messed around with the values anyways and got two results. One, the palettes changed, and Two, the graphics would change to tile 0xA00 which looks to be the top of Mario's hat. Increasing, or decreasing the values did not change the graphics page to the one I desire.

UPDATE:
So I've been messing around in the aforementioned Bankxx.asm and found this snippet of code:
Code
CODE_01F78D:                    ;           |
    JSR SubSprGfx2Entry1        ;$01F78D    |\ 
    LDY.w $15EA,X               ;$01F790    ||
    LDA.b #$00                  ;$01F793    ||| Tile to use for the Yoshi egg.
    STA.w $0302,Y               ;$01F795    |/
    RTS                         ;$01F798    |


If I then use this code here:
Code
org $01F794 : db $44

I can change the graphic, but still only what's on the 3/4 pages. Still looking for some help to have access to the first two graphics pages.
First off, I'd like to thank you for this amazing patch. Thank you! I also wanted to report a bug I found with the newest version of the retry patch. It can very easily be replicated, but I'll include a small .mp4 of the problem.

Basically, if you die while on yoshi and there is an edible berry underneath you, when you choose to exit on the retry prompt you will continue the death animation, eat the berry, and the game will softlock.

https://bin.smwcentral.net/u/32624/Untitled%2BProject.mp4

EDIT:
This patch also doesn't seem to be compatible with Ladida's DMA patch. Is there a workaround or fix for that?
It appears both patches make changes/use to the following address:
$00A300
$00A304
EDIT 2: Thomas posted a fix for the incompatibility of this patch and the DMA patch here.
Hey FuSoYa, I have two minor requests for Lunar Magic. I just recently ported my hack over to a new rom, and used the overworld transfer trick. One thing I noticed is that a modified title screen (the layer 3 stuff) doesn't properly get transferred over graphics wise. It's easy enough to reopen my original hack, copy and paste into the new one, but it would be nice if this just transferred like everything else. Overworld borders transfer fine after all.

Also, when in the level editor window of LM, if I have sprites [#lm{sp}] selected, and open the internal emulator my editor mode will swap back over to Layer 1 [or Layer 2 if that was the last 'ground' mode I had selected]. Could this be changed to remain on the sprite mode?
Thank you Maarfy! Your patch worked great to change the egg tile I needed. It looks correct and uses the proper page now, and your patch is very user friendly. However, after applying this patch I noticed something else. Yoshi's swallowing throat tile seems to be glitched. I tested the patch on a completely fresh rom with only the GFX files changed (no STEAR, no other patches) just to make sure it wasn't a conflict with anything else I may have applied.
Here is a .gif of what is going on. I have determined the tile that is being loaded is the first 8x8 tile of Mario's frames, tile 0x900. Oddly however, the tile changes depending on if Yoshi walks into something edible, or uses his tongue; sometimes it is tile 0x901. Also strangely, this only happens when using tile 7F. Every other 8x8 tile I tried works fine. Any ideas?


(for the record, this isn't the fault of the patch, as I hadn't realized that the throat was glitched even before this patch was applied. It seems I may not be able to use tile 7F as a remapped tile?)

EDIT:
After some digging around for a way to remap Mario's tiles (in hopes to free up space in GFX00) I found this patch by Ladida. It remaps Mario's bits and pieces out of SP1 and loads them via DMA, in turn freeing up quite a few tiles; including tile 7F. So I assume that the reason tile 7F was glitched, was because of some other code overwriting it with DMA'd tiles from Mario. This has fixed all issues I have!

Thanks again to Ragey and Maarfy for all your help!
Originally posted by huebrbr
how i apply the patch ?

Use a program called Asar to apply patches. I recommend making backups of your ROM before you apply patches just in case you need to reverse changes.

All you do to apply the patch is open asar.exe and drag LevelExtend.asm into the command prompt window that appears. Press 'Enter' on keyboard. Now it will ask you for your ROM. So drag ROMNAME.smc into the window and press 'Enter' on your keyboard again. You should see a message indicating your patch has applied successfully. Now open your ROM and try it out.
(restricted)
I'm confused as well. I've never had thwomps 'ignore' Mario when he is riding Yoshi? When I've been on Yoshi, and a thwomp comes down, Mario gets iframes and Yoshi takes off:


Are you perhaps wanting Yoshi to be 'activated' when he is under a thwomp without Mario on him? Like this:
Sorry for this noob question, but I'm having mega brain fog when trying to find this patch.

I have seen a patch before that eliminates the global RNG of certain elements in SMW. Specifically making the Bowser Statues always shoot on the same timer, having vertical podobos always jump on the same timer, grey flying turnblocks are more consistent, etc. This patch was floating around the Kaizo community for a while.

Does anyone know what this patch is called and where to find it?

Thanks!
Do you already have the NMSTL patch installed before this extended version? I can't help you with the crashes you're experiencing, but just using the patch I linked, without the extended version you're using, should work for the sprites you've linked.
While finding a solution to a previous problem, I've discovered a new one. I am attempting to use both Worldpeace's Retry Patch (2.06a), alongside Ladida's Mario DMA Patch. However, they conflict and crash the ROM.

Searching through the code of each patch reveals they both use the following addresses:
$00A300 (both patches autoclean and JML to different subroutines at this address)
$00A304

Is it possible to retain the functionality of these patches while changing the addresses used so they are compatible? And if so, how would I do this?