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Posts by Lunch Lunch
Lunch Lunch's Profile - Posts by Lunch Lunch
Pages: « 1 2 »
Does anybody have a breakdown on what does what in KLDC's Base ROM map16?

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sorry to noob
I'm attempting to make a hack with the KLDC base ROM. When I open the .SFC file with bsnes to test it, I get the error: "source size mismatch. Please ensure you are using the correct (headerless ROM for this hack."

I'm patching the IPS file to a headerless clean ROM (from -redacted-) so I'm not sure what the problem is.

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sorry to noob
I've used Flips to patch the Base ROM to a clean, unmodified ROM (even used romclean) but everytime I do this, bsnes gives me the error "source size mismatch: please make sure you are using the correct (headerless) ROM for this patch."

I do not get the same results when patching the RHR Base ROM to the same clean ROM. I would prefer to use the KLDC Base ROM however. Is there a way to fix this or should the error be ignored?

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sorry to noob
I'm using the KLDC Base ROM. When I use bsnes to open my hack, the overworld correctly starts at Star Road where I placed Mario Start. When I use snes9x to open it, Mario is stuck at the default spawn on Yoshi House and cannot move to the left or the right.

How do I fix this?

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sorry to noob
Originally posted by Green Jerry
In Snes9x, are you loading a save file with a 0? You have to erase that save and start a new one.

That fixed the issue, thank you

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sorry to noob
(restricted)
I was messing around with level 116 (cave) but later decided to change some GFX and it's no longer supposed to be a cave level. But my SFX are still echoing. How do I turn this off?

I attempted to fix it with UberASMTool (but it didn't work) by inserting the following code:
Code
init:
LDA #$05
STA $1DFA
RTL


I put this in the levels folder and directed it to level 116 in the list.txt. The UberASMTool Readme references the file 'level_init_code.asm' but I cannot find this file in any of the UberASMTool folders.

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sorry to noob
Originally posted by codfish1002
Are you using addmusicK if not usr addmusick on your rom and that will disable all the echoes as addmusicK removes the echoes by default

I read that somewhere but yeah, I'm using AddMusicK as included in the KLDC base ROM.

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sorry to noob
Originally posted by KevinM
The retry patch in the KLDC baserom adds the feature of turning on/off sfx echo directly in the patch without having to use the uberasm. So to remove the sfx open "sfx_echo_settings.asm" and set 0 in the table according to what levels you don't want the echo in.

Ah, I didn't consider that the patches would create a different method for how to change the echo. Thank you, that was an easy fix.

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sorry to noob
I attempted to make a simple sprite eater block with Blockreator. (Sprite V/H: Kill sprite as if spin jumping on it).
It does kill sprites but it has an unintended side effect- If you throw something at it, it acts like a hidden block containing a P balloon. I had set its Act As to 025 though. What gives?

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sorry to noob
Originally posted by Telinc1
Replace JSL $07FC3B with PHY : JSL $07FC3B : PLY in the generated code. This looks like a bug in Blockreator.

Problem solved! Thanks for the help and the prompt response.

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sorry to noob
(restricted)
(restricted)
There is a BG I would like to put in my hack. But it uses the same map16 tiles as another BG (the first three rows of page 8F). When I try to remap these tiles, I get a parsing error everytime, regardless of which comma separated list I use. Not sure what I'm doing wrong, just trying to move these tiles down three rows.
I go Edit>Remap Direct Map16
'R8F00-8F2F,M8F30' results in Parsing Error at or before Position 10, no changes applied. So I thought maybe I'd try moving one tile at a time, instead of the whole rectangle:
'8F00,8F30' results in Parsing Error at or before Position 9. So I tried another command:
'8F00-8F01,+30' results in Parsing Error at or before Position D.

What am I doing wrong and exactly what do I enter to move three rows of BG tiles down to the next three rows in Map16 so that this new file that also places tiles on page 8F can have a home? Thanks in advance.

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sorry to noob
Originally posted by Thomas
This is because you're remapping from the wrong place. The Edit -> Remap Direct Map16 menu item remaps actual Map16 objects in the level; it's for if you move the Map16 graphics around and need to update the actual tiles you placed too.

Instead, you're probably looking for the remap button in the actual background editor (#lm{bg}). That will remap the tile numbers in the actual background.

Thanks, I didn't realize GFX were remapped separately or that that option existed in the BG editor. Problem solved.

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sorry to noob
Name: Ninja Gaidan II - Battling Precariously (From level 2-2)
Type: Port
Samples: Not necessary
YouTube Link: https://youtu.be/RWACideGHrI?t=361
Would love for this tune to be readily available.

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sorry to noob
I'm not sure when this happened but I only just noticed it. In my overworld, the level tiles don't display. I can enter the level though. I don't have paths set up so I don't know if those would be broken too. How do I fix this?

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sorry to noob
I've applied the Remove Status Bar patch to my hack (https://www.smwcentral.net/?p=section&a=details&id=18862) but I want to have one level that has a timer (https://www.smwcentral.net/?p=section&a=details&id=16365).

The Timer ReadMe says to have timer.asm in the library folder and timer_level.asm in the level folder. But I'm already using the offscreen indicator and in order to insert two UberASM I've read it should look like this:
Code
uberasm/
 ├── level/
 |    └── LevelCode.asm
 └── library/
      ├── HDMASunsetSky1.asm
      └── autowalking.asm


So what I've tried to do is put Level11C.asm and timer_level in the level folder, timer.asm in the library folder, and write the code like this:
Code
init:
	JML timer_level_init
	RTL

main:
	JSL OffscreenIndicator_main
	JML timer_level_main
	RTL


When I try to insert it, I get this error:
Code
Processing binary file 'Level11C.asm':
  Level11C.asm:3: error: (E5060): Label 'timer_level_init' wasn't found. [JML timer_level_init]
  Level11C.asm:8: error: (E5060): Label 'timer_level_main' wasn't found. [JML timer_level_main]


How do I properly insert this timer alongside another UberASM?

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sorry to noob
Originally posted by Thomas
What I would recommend doing instead is delete your Level11C.asm file and just use the timer_level.asm file as the base.


Thanks for your time, Thomas.
By using timer_level.asm as the base and calling to the offscreen indicator from there, the offscreen indicator did show up in my level, but unfortunately the timer wasn't applied. I thought maybe the GFX just weren't showing up on the HUD due to some conflict with the Remove Status Bar patch but letting the level play out didn't result in a 'Time Up!' either.

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sorry to noob
I recently picked up a FXPROPAK and am dismayed to find that my ROM looks way too dark on console.
I've used a darker palette on my hack for a Gothic look but on the TV so many of the colors just show up as black.
I don't think it's just my TV because other hacks look fine on it.
Should I design my hack so that it visually looks right on console or right on emulator?

Title Screen Emulator:
Title Screen Console:

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sorry to noob
Pages: « 1 2 »
Lunch Lunch's Profile - Posts by Lunch Lunch

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