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Tip: If your level contains elements that temporarily change the music to a global song (such as a P-Switch or a Star), that music will not stop playing after the intended end time if the music bypass setting is set to 00.
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Posts by DTA450
DTA450's Profile - Posts by DTA450
Pages: « 1 2 3 »
For my SMW hack, I had decide to use the original Bowser Sprite (used in mode 7 boss battle) as the final boss, but to change the graphics.
But when I want to use more colors, those on palette 0 that aren't overwritten by this sprite (color 12 of palette 0 for exemple), but all colors from 8 to 15 will be change to the colors from 1 to 7 during gameplay.
So it's impossible to use more than 6 differents colors.

Is there a way to make it use all colors of palette 0?
Okay, thank you for the help!
(And also, I thought this sprite uses palette 0 because when I use sprite A0 (Bowser) in a normal level or cheatcode 7e0dc22d during gameplay, the background colors will change to Bowser's colors)
Use this tool to remap them to a blank tile in SP1 or SP2
What's the music used in the level 'nom nom madness' (in the 'undercaves')?
I want to edit Yoshi sprite so it has a 'perfect' 16x32 size (without moving his head a few pixels for every frames), and disable his 'turning around' pose (without make Mario and Yoshi facing the camera for a while, but remains optional for me), but I don't know how to do these.

So can someone help me please?
Personally, I like the one in the second screenshot.
It fits nice with the other graphics, for me.
(but it's still my opinion.)
High in the Sky
It uses HDMA, custom ASM and sprite tile remap.
Overall, the hack is good.
However, in the first two levels of world 2, I found some cut-off (bad tile priority mainly),

bad tiles' 'act as' settings,

and even a misplaced tile in the bottom right corner:
Originally posted by Ramen_Hack

(Who can close this thread ?)
Congratulations !
Put ALL Map16 tiles of page 01 in screen 06 (or whatever) of level 105.
you will get something like this:

but it's still playable !
Also, what about a more realistic mist/fog effect ?
I can't wait to see the final result
I use this patch:
But there is a lack of animation when the player double jump. So I modified the patch myself. I decided to use a minor extended sprite (glitter/sparkle), but it always spawns on the side of the screen. Please help !
I want it to be spawn on the current player position on the screen.

I modified this (in the double jump patch) (line 224):
	LDA #!djump_boost		; \ 
	STA $7D				; / Boost player upwards
	STZ $1407|!addr			;   Reset double jump flags
	LDA #!djump_sfx			; \ 
	STA !djump_bnk			; / Play sound

to this:
	LDA #!djump_boost
	STA $7D
	STZ $1407|!addr
	LDA #$05    ;graphic type
	STA $17F0|!addr   
	LDA #$14            ;effect timer
	STA $1850|!addr
	LDA #!djump_sfx			; \ 
	STA !djump_bnk			; / Play sound
I plan to submit some Peachette graphics as a cape powerup replacement only (small, big and fire Mario are unchanged), and a super crown as a feather reskin.
However, my graphics are not meant to replace directly GFX32, but they must be used with a modified version of this patch (to change GFX when the player have a cape) that I'll include with the submission:
Also, to recreate correctly the power-up seen in NSMBU Deluxe, I need to incude a modified version of this: and a few hex edits.

With this said, does this submission must be in Graphics section or in the Patches section (Remember that I don't made the original patches, and my graphics are only a replacement for a specific power-up)?
Okay, thanks for the answer.
I really like the hack, but there is cutoff, glitched sprites/backgrounds and bad palettes; I don't like this... #tb{:(}
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DTA450's Profile - Posts by DTA450

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