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Posts by MegaSonic1999
MegaSonic1999's Profile - Posts by MegaSonic1999
Pages: « 1 2 3 424 25 »
Hi, I'm recently making a new hack, I'm using 1524's sign block that displays messages from other levels when pressing up. the thing is, it doesn't display messages above 24, and there's this not in the asm file: "if greater than 24, subtract #$DC", and I don't understand what does it mean.
I really need help about this.

--------------------
Yo, it's been a while.
OK, now I understand, thank you.

--------------------
Yo, it's been a while.
I have another problem, when I subtracted #$DC with using level 102, the game crashed,here's how I proceeded:

! Level = $102 - $DC.

What should I do?

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Yo, it's been a while.
Hi, I wanted to use Vitor Viela's SPC to MML tool. However, there is a problem:
When I try to insert an SPC file, it says that it can't be converted or something like that.
What should I do?

--------------------
Yo, it's been a while.
So do I have to change 20 to 00?

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Yo, it's been a while.
It did work but I have another problem: when the file is converted the music plays for a little while then it stops and starts over, even during the gameplay, and there's also the sample problem,when I use unsampled music, it still loads the brr samples, and with sampled music, there's a sfx glitch when playing the music during the gameplay.

What should I do?

--------------------
Yo, it's been a while.
Is there a patch where when you get a super mushroom while already having another item, it doesn't appear in the item box?

--------------------
Yo, it's been a while.
I can't find a code that disables cape flight in one level or in the whole game. is there any ?

--------------------
Yo, it's been a while.
how can I use rom maps for my smw rom hack for the whole game or for some specific levels?

--------------------
Yo, it's been a while.
Originally posted by MegaSonic1999
It did work but I have another problem: when the file is converted the music plays for a little while then it stops and starts over, even during the gameplay, and there's also the sample problem,when I use unsampled music, it still loads the brr samples, and with sampled music, there's a sfx glitch when playing the music during the gameplay.

What should I do?


Do I have to change something in the text file?

--------------------
Yo, it's been a while.
Originally posted by Thomas
You can disable flight in a single level with this UberASM code:

Code
main:
	STZ $149F|!addr
	RTL


Do I have to create the code myself?

--------------------
Yo, it's been a while.
Originally posted by MarioFanGamer
The code already has been created, you just need to paste it into an empty ASM file. Either copy an already existing file and replace the content, create an empty file, change the extension to all files and add ".asm" at the end of the file or use a good text editor and just add the extension ".asm".

You then insert this with UberASM.


So all I have to do is choose an already created asm file and copy the codes and replace the whole old code with it and then rename the file (because I don't know how to create an asm file.)?

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Yo, it's been a while.
(restricted)
Is there a way (other than Thomas's teleport on no enemies code for uberasm) to teleport with the screen exit when a bosd is defeated (other than noob boss, like clawgrip for example)? Because I don't want to get teleported in a specific level.

--------------------
Yo, it's been a while.
I want to use mikeyk's level ender sprite for some bosses that don't end the level when defeated, however, it plays the underwater song (song 0C) instead of boss defeated song (song 03).
Is there a way to change this?

--------------------
Yo, it's been a while.
Originally posted by KevinM
You need to find the part of the boss' code that handles its death, and replace the code that makes you win the level with the teleport code.
For example, for Clawgrip replace this piece of code:
Code
DEC $13C6|!Base2        ; prevent Mario from walking at the level end
LDA #$FF                ; \ set goal
STA $1493|!Base2        ; /
LDA #!EndLevelMusic     ; \ set ending music
STA $1DFB|!Base2        ; /

with this:
Code
LDA #$06
STA $71
STZ $88
STZ $89


I don't know if this code is present in all bosses asm files.

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Yo, it's been a while.
I know how to use a sprite tool to customize some sprites, but how can I create new ones, or rip some from other games?

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Yo, it's been a while.
Originally posted by Batata Douce
Originally posted by MegaSonic1999
I want to use mikeyk's level ender sprite for some bosses that don't end the level when defeated, however, it plays the underwater song (song 0C) instead of boss defeated song (song 03).
Is there a way to change this?


Just open the sprite's .asm and change the music to 03.


Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Level end trigger, by mikeyk
;; asar and sa-1 compability by JackTheSpades
;;
;; Description: This sprite will cause the level to end when all the enemies on screen
;; are killed.  This version ignnores sprites that don't turn into a coin when the goal
;; tape is passed.
;;
;; Uses first extra bit: YES
;; When the first extra bit is clear, the sprite will trigger the regular exit.  When it
;; is set, the sprite will trigger the secret exit.
;;
;; *NOTE: The secret exit works only if the sprite is set to make the player walk
;; after touching it.  It's an annoying quirk of SMW's exit handling.  It is possible
;; to circumvent this by using the hex edit at $00C9FE.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;                          

                    
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sprite init JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

print "INIT ",pc
		RTL                 


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sprite code JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

print "MAIN ",pc

Main:
		LDA $1493|!Base2
		BNE Return
		LDA $13C6|!Base2
		BNE Return

		LDY #!SprSize-1
.loop
		LDA !14C8,y
		CMP #$08
		BCS .tweaker
.continue
		DEY
		BPL .loop

		LDA #$FF                ; \ set time before Return to overworld
		STA $1493|!Base2        ; /
		LDA !extra_bits,x       ; set secret exit if first extra bit is set
		LSR #2
		AND #$01
		STA $141C|!Base2

		LDA !extra_prop_1,x
		CMP #$01
		BEQ +
		DEC $13C6|!Base2        ; prevent mario from walking at level end
+
		LDA !extra_prop_2,x
		STA $1DFB|!Base2       
	
.tweaker
		LDA !1686,y
		AND #$20
		BNE .continue
Return:
		RTL                    


That's exactly the problem, there's nothing about the music in the.asm file.

--------------------
Yo, it's been a while.
Originally posted by KevinM
The music is set with the first extra property byte, so you have to change its value in the cfg file.

Ok, now I get it, thanks.

--------------------
Yo, it's been a while.
I have many graphic requests, can you please add dr Eggman and goomboss as noob bosses? It'll be great, and Metal sonic's graphic that replaces the flying Kamek sprite may be needed if you want to add a level where you are chased by metal sonic.

--------------------
Yo, it's been a while.
Pages: « 1 2 3 424 25 »
MegaSonic1999's Profile - Posts by MegaSonic1999

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