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Posts by callmeCMDR

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Hello! I'm rather new to the SMW-hacking community and am currently working on my first hack. In one of my levels, I want to use both hopping flames and volcano lotuses-- both of which require the SP3 slot.

However, I can't combine both sprites into the same GFX file, since the volcano lotus and hopping flames require the same position (as pictured below):





So here's my question: how can I use both sprites in the same level? Is it possible for me to make one of the sprites reliant on SP4, I do I have to do hex-editing for it both sprites to work? I'm not very versed in either hex or ASM, so I appreciate any and all help.

-CMDR
Thanks for your response, quietmason! I have just one more question-- what exactly do you mean by "change those to the top-left corners of the 16x16 locations"? Am I changing the hex code?
Hello, everyone! I'm trying to use KevinM's Free Vertical Scroll + No Horizontal Scroll, which looks like this:

Code
!FreeVertScroll = 0 ; 1 = free vertical scrolling (also set "Vertical Scroll at Will" in LM!)
!NoHorzScroll   = 1 ; 1 = no horizontal scrolling

if !NoHorzScroll
init:
    stz $1411|!addr
    rtl
endif

if !FreeVertScroll
main:
    lda #$01
    sta $1404|!addr
    rtl
endif


Whenever I insert this code with UberASM into the level I desire, my game becomes a frenzy of crashed colors, and I have to use my backups. I'm assuming this is because there is no Freespace set. That being said, Sind's old tutorial on setting Freespace tells me to look in the patch for an area asking for my Freespace address. In this patch, no such thing exists.

So, how do I set the Freespace? I tried adding

Code
!Freespace = $XXXXXX


to the top of my code with my Freespace addressed; this didn't fix the problem. Any and all help is appreciated!

-CMDR
Sorry for the confusion. I am using Vitor Vilela's UberASM Tool to implement the ASM, not the UberASM patch. Yet I've still encountered this problem.
Am I just confused on how to use the UberASM Tool? I placed this ASM into the "levels" folder in the tool and, in list.txt, specified that I want the asm used in level 109. Have I done something wrong? UberASM has always been confusing to me.
Tada! Thanks, KevinM-- loading a save state was exactly the problem breaking the ROM. Works perfectly now! #smw{:peace:}
Hello. I'm trying to make a level that uses Layer 2's Smash-1. After screen 9, this sprite makes Layer 2 smash super fast, which is super fun! However, I only want to use this type of smash. That's where my problem begins:

1. When I put the Smash-1 sprite on screen 09, it doesn't do the fast smash. I assume this is because the fast smash doesn't occur until 9 screens after the sprite.

2. However, when I put the Smash-1 sprite on screen 00 and start on screen 09, the sprite doesn't spawn and I don't get any smash whatsoever.

Is there any way around this problem? I want to be able to start on screen 09 with the fast smash. Any help is appreciated.

-CMDR
Thanks, S1Z2. I'll see if I can make something work with the other Smash sprites. :P
Hiya, folks.

I currently have the Retry System patched into my ROM, as I have been using the KLDC base rom to create this hack. However, I want to alter something with the retry system.

Retry system currently erases all of my powerups after each level, and I would prefer if it didn't do that. Is it possible for me to alter the code in the retry.asm file to prevent this from happening without completely wrecking my ROM?

Any and all help appreciated.

-CMDR
Yep, counterbreak would be exactly what I'm looking for. However, this appears to not be as simple as changing a definition. In the retry.asm code, this is the section for counterbreak:

Code
; counterbreak
org $00A0CA
	if !counterbreak_powerup
		STZ $19
		STZ $0DB8|!addr,x
	else
		LDA $19
		STA $0DB8|!addr,x
	endif
	if !counterbreak_coin
		STZ $0DBF|!addr
		STZ $0DB6|!addr,x
	else
		LDA $0DBF|!addr
		STA $0DB6|!addr,x
	endif
	if !counterbreak_yoshi
		STZ $0DBA|!addr,x
		BRA +
		NOP #6
	+
	else
		LDA $0DC1|!addr
		BEQ +
		LDA $13C7|!addr
	+
		STA $0DBA|!addr,x
	endif
	if !counterbreak_powerup
		STZ $0DC2|!addr
		STZ $0DBC|!addr,x
	else
		LDA $0DC2|!addr
		STA $0DBC|!addr,x
	endif
	;print pc
org $0491B8
	if !counterbreak_coin
		STZ $0DB6|!addr,x
		STZ $0DBF|!addr
	else
		LDA $0DB6|!addr,x
		STA $0DBF|!addr
	endif
	;print pc
org $0491C4
	if !counterbreak_powerup
		STZ $0DB8|!addr,x
		STZ $19
	else
		LDA $0DB8|!addr,x
		STA $19
	endif
	if !counterbreak_yoshi
		STZ $0DBA|!addr,x
		STZ $0DC1|!addr
		STZ $13C7|!addr
		STZ $187A|!addr
	else
		LDA $0DBA|!addr,x
		STA $0DC1|!addr
		STA $13C7|!addr
		STA $187A|!addr
	endif
	if !counterbreak_powerup
		STZ $0DBC|!addr,x
		STZ $0DC2|!addr
	else
		LDA $0DBC|!addr,x
		STA $0DC2|!addr
	endif
	;print pc


What should I change here to remove the counterbreak on powerups? Is it as simple as deleting some of the lines?

e: furthermore, I can't seem to find anywhere in the file where I could potentially edit the definition; nowhere in the file is there a line similar to that of "!counterbreak_powerup == 0".
Yep, that's where it is. Thank you so much, jollymason! My ASM savior, as always. :P

-CMDR
Hi, y'all. I wasn't sure whether to drop this is Hacking Help or Discussion... regardless, I think it fits in both. I'll just drop it here.

I've added Custom Music to my upcoming hack! It's awesome. Wow. Really gives everything a special flavor. That being said, it causes some levels to have sound effect issues-- mostly just some sound effects disappearing.

Is this an avoidable problem? If not, I'd definitely be willing to sacrifice some game sounds for some awesome music. But if I can somehow have both... that would be sweet.

Any and all help appreciated! Thanks!

-CMDR
For example, when I spin jump on a saw on a level I have custom music in, the sound effect for bouncing off the saw doesn't play. This is likely do to SMW's sound channel limits, as you described.

Thus, it appears to be avoidable. A worthwhile sacrifice! Oh well. #smw{:peace:}
Thanks for your help as always, KevinM. I've managed to move the files to 1dFC, but where do I do the necessary hex edits?
Thanks! I’ll definitely look into this.
Hello, y'all.

My hack takes up the space of all four subworlds. I would like it so when you walk off the border of one subworld, the camera switches to the subworld you walked onto.

Currently, when Mario walks off of the subworld, the camera doesn't switch subworlds. He just follows the path off camera.

To summarize my question: how do I switch which subworld the camera is
on when Mario walks off of a subworld?

All help appreciated!

-CMDR
Works like a charm! Thanks! #smw{:peace:}
Hello, all. My hack is nearly complete, yay! I just have few things to fix and iron out. Here's one of them:

When the Switch palaces are beaten, the flying ! blocks that come from them are always yellow. Judging from the other threads I have read on this issue, this is because I don't have the respective special messages set to the switch palaces.

The reason I don't have the special messages set is because I didn't want to use the text that shows the blocks in the message when you press the Switch at the end of the palace.

Thus, my question: is there a way I can make the flying ! boxes the respective color of their switch palaces without using the special message feature, or without using the special text box at the end of each switch palace?

Any and all help appreciated, thanks!

-CMDR
Thanks, KevinM. Should I patch this in as an ASM, or do I need to do a direct hex edit in the ROM? If the latter, where do I perform that edit?

(Sorry, I still struggle to really grasp hex and ASM #smw{...})
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