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Posts by Mithrillionaire

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After spending many hours yesterday trying and failing to implement basic hex editing, I'm frustrated after learning a lot but not being able to put it together in any useful fashion. I've looked at all the FAQs, tutorials, and site resources I could find and scanned the forums, but it's taking a lot of time I hope to save with some help.

Basically, I'm trying to learn to make simple adjustments to the number values of existing stuff in the game. Speed, timers, etc.
Specifically, for starters, I wanted to shorten the timer for Dry Bones to pop back up after being crumbled. I found the ROM address for the Dry Bones timer, (01E5FF) but after trying a few different things I couldn't figure out how to use it to adjust anything.

I tried HxD and an ASAR patch, but not sure if I executed either one correctly, or even if either of these are the optimal programs to use for this. Perhaps I simply formatted something wrong, I am too new to all of this to be sure.

Sorry if this is posted in the wrong forum, or if I have described anything badly or my terminology is off. I know it's some relatively simple stuff I can eventually find on my own, but still, any help would be very much appreciated. Thanks!
Thanks very much, Dar, had not tried that yet but will do so right away when I get a chance.

UPDATE: It works perfectly now, and you are awesome! #tb{:j}
Thanks to everyone involved in the contest for your efforts. It's been a great learning experience.
I just made some changes to my hack to allow the player to save their midway point when the game turns off. Much of this involved working with the retry asm. It finally worked, but caused my overworld to start glitching. Now when Mario moves to a different level on the OW, there is a brief flash of Mario's sprite changing, sometimes with screen shifts occurring. On a screen with a flying Boo, it yeeted the sprite away at a wild angle, which was pretty funny, but not something I want in my hack.

Anyone know how to help me out with this?

Edit: Problem sort of figured out... Or at least moved on to a new phase of the problem.
So when I go to use ASAR to apply a patch, it tells me my ROM title is unreadable. I use SNES purify to remove the header and it works, but then I need to have LM apply a new header to reopen it, which ASAR again reads as nonsense.

It's only been a minor annoyance in the past, but I think it's now keeping me from successfully applying a patch I need. (My retry ASM is making the overworld glitch, specifically, and I think this header issue is holding me back from fixing it.)

Is there a way to apply a title header that will allow the ROM to open in LM, but also be readable by ASAR? Or some other work-around for my specific patching issue? Any help would be much appreciated, this is one of the last things I need to do for my hack, and it's driving me nuts trying to fix it.
Hey, that works just fine now! Thanks for the help, that would have taken me a while to figure out.
After trying quite a few different things, I cannot seem to apply retry asm to my hack without messing up my overworld. Mario's movement to a new space on the OW triggers a brief flash of garbage graphics.

From the readme document of the retry asm I am trying to patch in... "- Before patching, move Mario in the Overworld editor and save the Overworld in Lunar Magic: this prevents garbage graphics from appearing for a single frame when Mario walks to Yoshi's House upon starting a new save file."

I am getting these garbage graphics even after moving and saving as instructed, and I have tried many other things as well. Nothing seems to fix it, and it happens every time I try to patch. The retry patch itself works fine, letting the player save their midway after turning the game off, but it's a very noticeable issue with the graphics, and I don't know what else to try.

Sorry for posting more than one thread, my issues keep changing considerably despite not actually getting fixed.
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Here is my level for this year's contest, Necromania! I hex edited Dry Bones' timers so they would get up much more quickly, making them considerably more useful for fun platforming. Then I built this silly level out of them. Would love some testing and feedback before the contest deadline if anyone has suggestions. Enjoy!

Download here: https://bin.smwcentral.net/u/41675/KLDC2021Necromania.bps

Or check out the clear vids here:





Good luck and have fun, fellow entrants, judges, and observers!
Uh, I guess I put the wrong tag on them or something... I don't ever upload anything to YT so I had no clue what settings would be best. I changed it and hopefully it's better now, thanks for the heads-up.
And so it begins...
Kaizo Crisis is my attempt to make a short, but difficult kaizo: expert hack. I have five levels finished and am in early testing, and plan to release this soon depending on feedback from that process. Hope you enjoy!

Looks solid! Very nice aesthetic work in particular, and the platforming shown look readable and fun. Best of luck finishing this if you decide to do so.
Looks really cool, always love to see clever vanilla setups.
Looks very unique and fun, nice work!
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