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Posts by NikSik1

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I currently have a custom song playing in my level and when the directional coins come on screen, it overwrites the music with the SFX. I'd like to mute the SFX so the music doesn't get interrupted, yet I'm not quite sure how to do so.
Setting "!PSwitch = #$00" worked perfectly. Thanks
I recently beat this hack RTA and as far as I know, the only other person to beat it RTA is Metballs. I'd say it's somewhat of an elusive hack with only one video recording of one level and only a few posts about it in the Japanese Hack thread. It's a pretty difficult hack, nothing near the difficulty of Hyper 6 or S Mario though. I'm genuinely just curious about any other people that may have played it and what their thoughts on the hack were.
Does anyone have a link or download available to the older versions of on/off blocks. The ones I am looking for are yellow, animated, have the exclamation point, and have bad corners that you can clip through. Mainly seen in older hacks like S Mario and Hyper 6.
(restricted)
Nevermind. I figured out how to make all the stuff for the block so I'm all set.
I am currently using Kevin's XY sprite spawner and trying to get a vanilla sprite (eerie) to spawn at the same X position as mario. I have extra bit as 2, and my extra bytes are 38 00 00 00. I defined it as sprite 10 in list.txt and insert it as that, yet it always comes up as sprite 00. Any help on what I am doing wrong would be greatly appreciated.
yes i just tried it again and nothing. Do I need to have 00 for bytes 4-7? Maybe something in the sprite memory header?
Name - Controller Button Switcher
Type - UberASM

This uberasm will allow the user to choose which buttons can swap with other ones. For instance Right can be remapped to A or Down to the R button. My main use would be to remap the d-pad over to the YXBA buttons and the YXBA buttons to the d-pad.

EDIT - This has already been completed by someone else and I would like the idea to be kept private for now.
Is it acceptable to submit a txt file with all the credits in the zip file instead of making the credits in the actual game? I'm kinda lazy :P
Each time I load the level I am working on, the parallax I implemented shoots forward(?), stops, and then proceeds to work perfectly fine. I inserted the HDMA on the top of the screen as a separate asm file, and did the parallax with EffectTool (idk if this is a problem).

Problem
https://youtu.be/VIrlxBW8YFM

If anyone knows either what is causing this or how to fix it I would be very grateful. ^____^
I've been fiddling around with importing a song via MSU-1 using Medic's old 2015 tutorial but somethings not clicking. I have my pcm file, my rom, the empty msu-1 file and the files that I'm supposed to replace in addmusick. The pcm, rom, and msu file are all named correctly as well. I have already used addmusick with the new files on my rom too. Do I somehow have to add the pcm file via addmusick or from one of the asm files in Medic's new patch? Any help is greatly appreciated.

Medic's Tutorial (only for higan, I would rather use bsnes) - https://www.smwcentral.net/?p=viewthread&t=80058
Medic's new patch - https://www.smwcentral.net/?p=viewthread&t=102573
lmao thank you. I was inserting msurom-10.pcm as track 10 in lunar magic when it was supposed to be 0A. thanks a lot!