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Posts by Cal-of-Gearva
Cal-of-Gearva's Profile - Posts by Cal-of-Gearva
Pages: « 1 »
Hello, I'm currently making my first SMW ROM hack and have run into a spot of trouble. I'm trying to create a chase scene using Bowser's bowling balls, but they're not fast enough and keep despawning off-screen. I am aware you can use the cfg editor to tweak a sprite so it doesn't despawn off-screen, but I can't find the ASM files for sprites from vanilla SMW. I am also wondering how I can make the bowling balls move faster. Thanks for your help!
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Thank you so much! I didn't realize there was a custom sprite already created! I'll come back to this thread if I have any more issues.
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Hi, so I'm currently making my first ROM Hack and was wondering about level design for water levels. I'd love to hear about specific design choices or levels from different hacks that show off good water level design. Thanks!
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Hi, so I'm getting close to completing my first ROM hack, and I thought I'd get a jump on everything I need to know for the uploading process. What is required? I know that a read me and nice images displaying the hack are good ideas, but what should I include in the read me? Do I just need to convert my ROM into a bps patch and upload it, or are there more steps? Most importantly, is there anything in a given hack that could break any Nintendo copyright laws? Thanks for your help!

(Also, sorry if this thread is in the wrong place, I didn't know where else to put it)
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I know this is an old post, but I recently had this same problem and just found the solution. The color palette which is connected to the color of the layer 3 text in the title screen is the palette of the level displayed in the title screen, level C7. All you have to do is go to level C7, modify the color values in the top two rows of the palette, and you're good to go.

Once again, I know this is a 5+ year-old thread, but it still good to post a clear solution to the op's problem.
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I had this same exact problem, so I removed @14, @17, and @21 from the sample groups lists in AMK, but I still have the weirdly pitched SFX! Could someone re-explain/make a recording of how to fix this in layman's terms? I'm pretty new to ROM hacking, so I haven't fully dived into the technical stuff yet. Thanks for your help!
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Hello? could somebody answer my question in the above post? Sorry to be spamming this discussion, I've just been making good progress on my hack and want to get this problem figured out soon #smw{:TUP:}
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Quite a few songs have given me trouble. Here's a quick list:

Zelda II Palace Theme - https://www.smwcentral.net/?p=section&a=details&id=11765

Battle of the Holy - https://www.smwcentral.net/?p=section&a=details&id=10918

Into the Dark Night - https://www.smwcentral.net/?p=section&a=details&id=18474

Mr. X's Castle (X1 Style) - https://www.smwcentral.net/?p=section&a=details&id=17820

Smoggy Smokestacks - https://www.smwcentral.net/?p=section&a=details&id=22307

Stage 5 - https://www.smwcentral.net/?p=section&a=details&id=22230

II Maiero Spettrale - Forest - https://www.smwcentral.net/?p=section&a=details&id=20524

Here's an audio recording of the weirdly pitched SFX as well. As far as I know, this affects all SFX.

https://drive.google.com/file/d/1VUDcyOLXCTs__TQjTm7le5mxEb15hNd7/view?usp=sharing
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Pages: « 1 »
Cal-of-Gearva's Profile - Posts by Cal-of-Gearva

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