Language…
12 users online: ben15420, Daizo Dee Von, Green, Gulaschko, Klug, Metal-Yoshi94,  Nanako,  Ringo, ShadowMistressYuko, TheOrangeToad, Tsquare07, Zavok - Guests: 223 - Bots: 310
Users: 64,795 (2,377 active)
Latest user: mathew

Posts by Mr-Ace

Mr-Ace's Profile → Posts

  • Pages:
  • 1
If I try to use the fix, I get this:
Code
asar reported an error.  Refer to temp.log for details.

temp.log says:
Code
asm\SNES\temppatch.asm:1138: error: Unclosed if statement

temppatch.asm has no line 1138.
Please help me solve this issue. Help would be appreciated. #ab{;)}
Huzzah!
Originally posted by westslasher2
I want the final level of my ROM hack to have a Wendy boss fight but the credits are not playing any music. I've tested the credits music for Bowser and they seem to work fine. Any advice would be helpful.


I am having the same problem, except with Reznors.
Please excuse me bumping this topic, but i think that we would both like an answer.

EDIT:
Use this:
https://www.smwcentral.net/?p=viewthread&t=88337&page=1&pid=1406912#p1406912
Full credit to Medic.
(https://www.smwcentral.net/?p=profile&id=9157)
Huzzah!
Originally posted by LadiesMan217
Jx copy and paste this replacing your patch.asm.


Thanks so much! I don't know what I was doing wrong! Thank you Medic and LadiesMan217!
Huzzah!
Originally posted by Romano338
I'm not quite sure about the "in patch.asm".
Do I need to create that asm file? Or is it a asm file named after my smc file that already exists?


patch.asm is in the addmusick folder under /asm/SNES/patch.asm.
Just delete the contents and paste this in.
https://pastebin.com/h4m03GtE
Again, Medic's fix, not mine.
Huzzah!
Could someone help me please? I'd like to have a few levels play as Luigi, but I can't find anything. The overworld doesn't have to match.
I tried this, but whenever you go into a level it's applied to, the game gets screwed up:
Code
main:
	LDA $0DD6
	EOR #$04
	STA $0DD6
	RTS



Huzzah!
Originally posted by WhiteYoshiEgg
How are you inserting that code? Things very much depend on that.

If you're making an .asm file with nothing but that in it and applying it with Asar, it won't work - a full patch needs at least a statement telling Asar which part of the ROM to edit. If you're inserting it as a block or sprite, you're still missing a lot of boilerplate code (look at some existing blocks or sprites for reference).

If you're inserting it with uberASM, then huh, I can't imagine it crashing the game. The code looks innocent enough, except a) you want to use $0DB3, not $0DD6 (and #$01, not #$04), and b) putting it in main will switch players every frame, so put it in init instead.

In any case, it'd help a lot if you'd post the surrounding code and let us know how you're trying to insert it.

I'm inserting it with UberASM, to particular levels. The game only goes funky when one of those levels is loaded.
Thanks for the corrections! I'll try them a bit later.
EDIT: Forgot to say, that's all the code.
EDIT2: Tested, does the same exact thing. #smrpg{sad} Help!
Huzzah!
Originally posted by Thomas
Make sure your code looks like this:

Code
init:
	LDA $0DB3
	EOR #$01
	STA $0DB3
	RTL

I just tested it and it works fine, so if it's still crashing for you, there's something else going wrong (e.g. make sure you're running the tool on the ROM you're actually looking at).

THANK YOU!!!
One of the addresses was a little off. But it's working now! #smrpg{y}

EDIT: Now I need a patch to switch back to Mario... Can you help?
EDIT2: Never mind. This will work fine. Thanks again!
Huzzah!
Hi there,
I've got this problem- I added the first event tiles into my hack at Event 0, using a mix of custom 6x6 and 2x2 event tiles. When I pass the level and activate Event 0, the star tile reveals and everything works fine- but the event tiles are a mess during the sequence.




Sorry if this is a noob question with a obvious solution- I just want it to look good! :)
Huzzah!
Nope, I haven't touched the title screen level yet. The only patches I've applied to the Rom so far are one to remove bonus stars and a patch to make OW path tile 36 the missing water tile. I can link these if you think they may be relevant.

EDIT: Figured it out! Because I was using palette 3 for my desert colors, that was messing up the event tile fading. Turning off event tile fading in Overworld > Extra Options did the trick!
Huzzah!
Sorry to post another thread so close to the other, but...
The way I wanted to structure my overworld was after you clear the four main levels in any order, the final level/pipe/star tile would be revealed at the center of the map. I saw this thread where FuSoYa details how to reveal a tile like I wanted, and that works great- but only to reveal the tile. The problem is the paths; I can't figure out how to enable the path up to the tile along with the tile itself. Does anyone know how to do that/ know of examples I could look at?
That's the main problem, but if I can figure out how to trigger event tiles too as a bonus, that would be even more fantastic.
Thanks!
Huzzah!
Thanks for your reply.
As for patches, I've only applied two. One to remove the bonus stars, and another to fix an overworld path tile.
As for the Map16, I replaced the water tile (tile 0) with a different tile. It changed the frame- so the slides are pasting Map16 tile 0 into the air and ground. I still have no idea why. If worst comes to worst, I'll replace the water tile with a blank tile. The inside of the ground would be missing then, but nobody would notice anyways. #tb{:)}
If anyone has any ideas, please share! Thanks in advance.
Huzzah!
SOLVED!
The problem was the graphics files. GFX22 and GFX24 were too big (YY-CHR decided they should be 8 KB for some reason), so replacing those with the stock files and disallowing YY-CHR to increase file size did the trick.
Thanks for everyone's help; glad to leave this issue behind. #tb{:j}
Huzzah!
Welcome to SMW Central! I hope you enjoy your time on the site and find it useful.
I'm assuming you mean this patch. Make sure all the files from the .zip are extracted into the same folder as Asar before you patch. This patch is more complicated than some; be sure to read README.txt. This tutorial may also be useful to you.
Good luck and happy hacking! #tb{:)}
Huzzah!
I don't know about activating an event (if someone knows about something like that I'd be interested as well!), but I did find this patch that makes a tile unusable until a specified number of Yoshi Coins have been collected. If you made the tile a star or pipe, you could achieve your desired effect.
Huzzah!
First of all, chill. Asking nicely and politely will get you a response faster than raging will.
As far as I can tell, you want to edit the player's graphics. I'm going to use YY-CHR because that's what I'm familiar with. You could probably use some other program, but I don't know anything about that. I'm using the .NET version, but the steps are the same for the C++ version if you're more comfortable with that.
Ok, here we go. This is every single step with pictures for each (sorry they're so huge):

~STEP 1: Extract GFX
Open up your rom in Lunar Magic and select the #lm{extgfx} button on the top bar. This extracts the graphics files from the game and puts them in a folder named "Graphics" next to your rom.

~STEP 2: Extract Palette
Still in Lunar Magic, select the #lm{pal} button on the top bar. This opens the Palette Editor window. We're only interested in extracting the palette file so we can use it in YY-CHR later. Click the #lm{exppal} button in the Palette Editor and select a name and and place to save the file. I put mine right next to the rom and named it palette.pal.

*If you want to use a custom palette for your character then follow this extra step before you extract the palette file: In the Palette Editor, make sure the "Auto-Enable custom palette on edit" box is not checked, then edit palette 8 (9th palette down) to your heart's content. Make sure to save the shared palette (#lm{save} at the top right) when you're done. Then extract the palette file like normal.

~STEP 3: Open YY-CHR and open the GFX file
Open up YY-CHR and select the #lm{open} button on the top bar. Once the "Open" dialog appears, browse and find where you have your rom saved. The graphics file we want is in, surprise!, the "Graphics" folder next to your rom. Once inside, open "GFX32.bin". This is the file that contains the player's graphics.

~STEP 4: Prepare for editing
The player graphics are loaded into YY-CHR, but they look like a garbled mess. Time to fix that: Open the drop-down dialog marked "Format:" and select "4BPP SNES/PCE(CG)". Okay, now we can see Mario, but he's the wrong color. That's what the palette file we saved earlier is for: Open the "Palette" context menu and choose "Open RGB Palette (*.pal)..." Then navigate to the palette file we saved earlier in Step 2 and open it. Finally, in the palette box at the bottom right, click one of the colors in the 9th row of the palette to select the player's palette. Now Mario's looking like he's supposed to!

~STEP 5: Edit!
I'm not going to write an entire YY-CHR tutorial, but it's not that hard. If you really need help let me know.

~STEP 6: Save & Reinsert
Once you're all done editing the player's graphics, click the #lm{save} to save. To reinsert the graphics files back into the rom, open up Lunar Magic again and click #lm{insgfx}. The player should use your custom graphics now!

All done! I hope this is informative and helpful. If I misunderstood your problem, let me know.
Huzzah!
Is there a way to hide the top row of tiles from the player's view? Like how the bottom row may be? Thanks!
Huzzah!
I probably should have mentioned I'm using Blind Devil's Reprogrammed Vertical Scrolling patch. This is probably too much to ask, but do you think you could take a look? If not I'll just port to a new rom. Thanks for your help.
Huzzah!
Track Name
BS SatesupuDX 4 - Horse Records
From a Satellaview magazine broadcast related to horses #tb{^V^}.
Apparently composed by Akito Nakatsuka and Naoto Ishida.

Sampled?
Original samples pulled from the .spc file please!!

Audio Reference
https://archive.org/details/satesupu-dx-4-horse-records-nintendo-1995-snes

Note Data Reference
https://bin.smwcentral.net/u/34669/sate-02.spc

I think this would go with a boss fight really well.. have fun & thanks so much!
Huzzah!
  • Pages:
  • 1