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Posts by WIKIDNEZ

WIKIDNEZ's Profile → Posts

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Hi everybody,

Please forgive me but I'm only a couple of weeks into learning about SMW hacks and have hit a problem that I can't find a solution for.

I was trying to install and use AddMusic or is it AddMusicK? to add custom music to my hack but now the rom fails to load in SNES9x or Bsnes and I get a bad checksum error followed by the emulator not responding and having to be closed through task manager. I'm running Windows 7.

The message shown on screen is:

"SUPER MARIOWORLD" [checksum ok] LoR 0m, 16Mbits, ROM+RAM+BAT, NTSC, SRAM:16Kbits, ID:____, CRC32:19E2B1F8

It seems to alternate between saying bad checksum and checksum ok but regardless the game won't load. I can edit and save in Lunar Magic but can't actually load the game to see if those changes are being applied.

The backup of the rom plays just fine but there was a lot of work between then and now so is there any way that my rom can be saved?

Many thanks
Hi everybody,

Does anyone know of a patch or method where something like collecting coins/breaking blocks/killing enemies adds more time onto the timer?

Is this possible?

Many thanks
Yes, thats the one, version 1.0.6

I can't get it to install. When I tried it caused the loading issue.

Thankfully following your instructions I was able to restore. I didn't realise LM had that function!

Thsnk you
Apologies if this title is confusing.

Basically I am looking to link either collecting coins/breaking blocks/killing enemies to an increase in the level timer.

For example, every time you break a block in the level, the timer increases by 1 second, or something similar to that.

Many thanks for any help, advice or input
Hi everybody,

Does anyone know of a patch or method where something like collecting coins/breaking blocks/killing enemies adds more time onto the timer?

Is this possible?

Many thanks
Originally posted by WhiteYoshiEgg
For the rest of the question you need to be more specific, since depending on the use case there's a huge amount of different ways to go about it. For coin and block interaction you can reasonably make custom blocks, for killing enemies you'll have to make a patch that hijacks something like the score routine.

 


Thank you for your insight WhiteYoshiEgg, it'a sincerely appreciated.

My main focus is on collecting coins and having them add seconds on to the timer.

I should have used my head and realised that these different actions would obviously have different methods of execution
Hi everybody,

I hope someone can assist me with the issue I'm having.

I have installed worldpeace's retry system patch https://www.smwcentral.net/?p=section&a=details&id=18751
so that I can implement instant retrys while testing my levels.

However, I have noticed that when Mario dies and returns to the start of the level, the music track also gets reset to the start which can be pretty jarring.


This screenshot is for the global settings within retry_table.asm

If I use command $01, I get the "Retry/Exit" prompt upon death and when I select retry the music restarts from the beginning at the same time as the level.

If I use command $02, I get an instant retry with no prompt which is what I'm after but the music is still resetting to the start rather than just playing continually.


I have even tried out the local settings to see if it would make a difference but I'm getting the same results.

It might be worth mentioning that I currently have the music header
bypass active on this level so that it's playing Bowsers Fight Music

When I turn this bypass off the vanilla music seems to work fine with the retry system and plays continuously when I die. I'm just concerned that if it doesnt work with the music bypassed, I might run into the same issue when trying to add custom music to my level.

Any insight or advice would be greatly appreciated.

Many thanks
Thank you MarioFanGamer. I will give AddmusicK a try on your recommendation.

Many thanks
Hello everybody,

I am trying to make the "Nintendo Presents" screen stay on for approximately 16 seconds.

I have edited the hex code at
Code
$0093C6 1 byte Timer How long "Nintendo Presents" stays on the screen before disappearing. 


I changed the value to FF because I thought that was the maximum for a 1 byte entry, but it doesn't equate to enough time.

However, when I set the next value; $0093C7 to FF as well, the screen stays on for the right amount of time but I get the logo blinking.

Does anyone know if it's possible to simply have the "Nintendo Presents" screen set for 16 seconds? Or another way to do it?

As always, any input is greatly appreciated :)
Hello everybody,

I am trying to make the "Nintendo Presents" screen stay on for approximately 16 seconds.

I have edited the hex code at

Code
$0093C6 1 byte Timer How long "Nintendo Presents" stays on the screen before disappearing. 



I changed the value to FF because I thought that was the maximum for a 1 byte entry, but it doesn't equate to enough time.

However, when I set the next value; $0093C7 to FF as well, the screen stays on for the right amount of time but I get the logo blinking.

Does anyone know if it's possible to simply have the "Nintendo Presents" screen set for 16 seconds? Or another way to do it?

As always, any input is greatly appreciated :)
Originally posted by Major Flare
There's another way: you have to, adding to the hijack you did (only $0093C6, though, do not edit $0093C7 as it's the next opcode!), hijacking $00940F so the timer decrease is slowed down. Like this:


I have to admit I'm more than a little lost. I tried applying this as an ASM patch but got the error message:
Quote
timer.asm:4: error: (E5136): Don't autoclean a label at the end of a freespace b
lock, you'll remove some stuff you're not supposed to remove. [autoclean JML Mai
nHijack]


I tried removing the autoclean phrase and the patch applied but now no matter what I change, it never gets past the Nintendo Presents screen #ab{o_O}
Fantastic! It did just what I needed it to when I fine tuned the settings.

I am immensely grateful to you both! Thank you so much
Request:
NameCrockett's Theme (Miami Vice) - Jan Hammer
TypePort
SampledNo
YoutubeLink
midi fileLink


If anyone can attempt this track or to make a decent short loop from it, that would be incredible. Calm and atmospheric yet not overwhelmed with sounds
Hi everyone.

I just installed Roy's Intro Logo Patch https://www.smwcentral.net/?p=section&a=details&id=21279

I have the option enabled to disable the original 'Nintendo Presents' after the custom intro.

What is the most straightforward way to add a sound effect to this new custom intro logo now that the original is disabled?

Input is always appreciated, many thanks.
Originally posted by apparatus
You can add another sound effect to replace the original coin sfx in your AddmusicK folder. I'm assuming the new sound effect that you want to add will change throughout the game. I don't know if this is helpful or not, but I use AddmusicK sometimes in case for making "chocolate" styled hacks. I could be wrong.


I'm not certain how I would go about that as the patch that I have used has disabled the original intro logo. So rather than replacing the original coin sound, I would have to somehow insert a sound into the new intro logo as there isn't a sound to begin with. That's what I'm looking for some assistance on
Hi everyone

I am trying to make a water hazard where if Mario enters the water, all controller buttons become disabled and he will just sink to the bottom.

Ersanio very kindly helped me with an edit to his Inversed Water block which I inserted and tested, however it seems to disable every button except for the A Button.

I tried to insert my own piece of code from Blockreator to also disable the A button but as I am not massively experienced with ASM it just ended up glitching my entire game when Mario entered the water.

If anyone has any input as to how I can achieve this, it would be greatly appreciated.

Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Inversed water
;Make it act like tile 2, or whatever you want (tile 2 is water, obivious)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

db $42
JMP label2 : JMP label2 : JMP MarioSide
JMP label2 : JMP label2
JMP label2 : JMP label2
JMP label2 : JMP label2 : JMP label2

print "Once you swim in this water, the controls will be locked and Mario will sink."

MarioSide:
LDA #$CF
TRB $15
TRB $16
label2:
RTL
Thank you both so much for the help and explanation!

I'm always down to learn so that someday I can help others
Hi everyone,

The splash animation when Mario enters animated water has become messed up.

I have found the problem in the 8x8 Tile Selector and Editor but when I open the relevant GFX file (GFX00.bin) in YY-CHR,
the problem isn't there.

I have saved the file in YY-CHR and inserted the GFX back into the ROM and reloaded but it doesn't change. Any suggestions?

Many Thanks


(YY-CHR is on the far right)

** [SOLVED] It was an ExAnimation issue. Big thanks to MarioFanGamer **
Hi everyone,

I have inserted one of HammerBrother's blocks, namely the P-Balloon "Refiller" block from this pack
https://www.smwcentral.net/?p=section&a=details&id=8683

Alongside the action of refilling the P-Balloon timer, I would also like to give it the added action of turning Mario invisible while touching the block.

I have the code for them both but I am unsure on how best to combine the two so that it is functional.

Just in case you can't tell HammerBrother's finely tuned code from my amateur "Blockreating" #tb{:DD}:

P-Balloon Refill Block
Code
db $42
JMP main : JMP main : JMP main : JMP ret : JMP ret : JMP ret
JMP ret : JMP main : JMP main : JMP main



main:
	LDA $13F3	;\not inflated = do nothing
	BEQ ret		;/
	LDA $1891	;\at least first "second" of p-balloon
	CMP #$F0	;| = do nothing
	BCS ret		;/
	LDA #$FF	;\reset timer
	STA $1891	;/
	LDA #$00	;\sfx: correct
	STA $1DFC	;/
ret:
RTL



Invisible Block
Code
db $37

JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH
JMP Cape : JMP Fireball
JMP MarioCorner : JMP MarioBody : JMP MarioHead
JMP WallFeet : JMP WallBody

MarioBelow:
MarioAbove:
RTL

MarioSide:
	LDA $1490|!addr				; \ If the player is not invincible...
	BNE Label_0000				; /
	LDA #$FF				; \ Hide the player's graphics.
	STA $78					; /
Label_0000:					; > --------


SpriteV:
SpriteH:
Cape:
Fireball:
MarioCorner:
MarioBody:
MarioHead:
WallFeet:
WallBody:
RTL
Hey Ninja Boy, thanks so much for your response.

I couldn't get the block to work as intended, it just performed normally with no invisibility, at least for me.

I may just apply unlimited P-Balloon and make Mario invisible separately instead.

I appreciate your help
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