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Tip: The music in SMW's default castle/ghost house intros and boss battles can be changed by hex editing. See $0584DB and $0584E2 in the ROM map.
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Posts by ageVerrly
ageVerrly's Profile - Posts by ageVerrly
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I just started learning asm yesterday (out of necessity) and I would love some help and explanations.

So I use the SRAM addresses of the switch palace activation flags to store some info about if the player has passed a certain area. I use $1F27 for this. According to the SRAM map that is a flag used for the first save file only. However, my code works on all 3 save files independently. (I expected all to read from the save file 1 flag)

Does smw just handle this automatically? I don't understand why this works.

According to the SRAM map $1F27 has a lenght of 4 bytes. How can I use them effectively? Currently I just set $1F27 to #$1 if I want to set the flag. But I should be able to set 32 (4*8) flags in just this address, right?

Is this generally a good way to go about things? (I don't want to use SA-1) Or will this method fail me somehow later? (I don't need the vanilla switches)
Thank you. That cleared up a lot of misunderstanding.
"cape turnaround fix"
"throw direction consistency fix"
"L/R scrolling disabled"

These "quality of life patches" seem extremely limiting in some cases. Why do these contests always force people to use a baserom which is that far removed from vanilla?
Originally posted by Katerpie
Originally posted by ageVerrly
"cape turnaround fix"
"throw direction consistency fix"
"L/R scrolling disabled"

These "quality of life patches" seem extremely limiting in some cases. Why do these contests always force people to use a baserom which is that far removed from vanilla?

And for what reason would you need these patches turned off anyway? I'd agree with you if it was something ala OLDC, but you can still design around QoL patches at your own discretion.


Well patched cape is just a completely different powerup. Playing a level that has been designed for vanilla cape with the turnaround patch on wouldn't make much sense.

The throw direction consistency fix can break sections also of course. Just a few days ago I made a level and realised later that the inconsistency has been disabled for a custom sprite I was using. That nullified the intended way to do the level (as it was making use of the fact that you can't aim while spinning but only while normal jumping). If a level doesn't absolutly require it I see no reason to have it. It is something that influences design and what you can/can't do a lot when it's applied.

L/R scrolling is helpful and even needded for some glitch tec. It's also just fun to play around with the spawns in a level. Again something that I think should only be patched on a per level basis if absolutly needed.
https://bin.smwcentral.net/u/44530/72hoKaizo%2BBaserom%2BV1.3.bps
Very surprised to see that all judges apparently had problems with the keyjumps and/or springjump in my level. Especially because I thought the setups were relatively lenient. Makes me wonder how many smw players actually like these tricks and can pull them off. (no blame on the judges obviously, people like different things in smw).
I really want to play this but the link seems to not be working anymore. Anyone has a new one?
Originally posted by Counterfeit
Originally posted by ageVerrly
I really want to play this but the link seems to not be working anymore. Anyone has a new one?

I will gladly mirror this forever and if this link ever goes down, I'll find another place to put it. Let me know if you want the other files it came with, like the box art.


Thanks. The hack seems really great so far.
I have a goomba and a p-switch on screen with the p-switch in a higher sprite slot. The switch is under the goomba and their x position is the same. Then I go through a door into a new subscreen with the same constellation. But this time the goomba takes the higher spriteslot.

Does anyone know why this happens? The second goomba occupies the same sprite slot as the first p-switch.
Will they take these sprite slots consistently as long as there are no other sprites?
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ageVerrly's Profile - Posts by ageVerrly

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