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Posts by Fourside32
Fourside32's Profile - Posts by Fourside32
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Does anyone know how to use the HDMA patch in the patches section. I don't want to use d4's so I have been trying to use the one in the patches section. There is no readme so I can't figure out what to do. Any help would be appreciated.
How do you use the HDMA patch in the patches section. I don't want to use d4's so that's why I'm using this one. It has no readme so what should I do.
Is it possible to find out what level number Mario is standing on from Overwold ASM? If so, how would I do it. I looked in the RAM map but I couldn't find anything I was looking for. Any help would be appreciated.
Im not sure I quite understand. Doesn't that just tell me what type of tile mario is standing on? I want to know what LEVEL Mario is standing on. By level I mean the level number.
Never mind it definately didn't work. That doesn't even make sense how it could possibly work. Why store zero at address 0?
I was just doing some overworld asm but I ran into a problem. I want to load the Overworld x value into the accumulator but it is two bytes. I cant figure out how to do it. Something with setting the processor status flags I think. I have tried really hard and I would appreciate any help.
I was just doing some overworld asm but I ran into a problem. I want to load the Overworld x value into the accumulator but it is two bytes. I cant figure out how to do it. Something with setting the processor status flags I think. I have tried really hard and I would appreciate any help.
Im talking about Mario's X position on the overworld. I already knew about high and low bytes but how do I put them together into the accumulator. I want to load the two bytes into the accumulator. I'm pretty sure that it has to be set to 16 bit mode. I think it has something to do with setting the processor status flags. Thanks for trying though.
Thanks! Now I know how to make the accumulator 16 bit but how do I load two bytes into it? Do I LDA the high byte then leftshift by 2 then add the low byte? Is there an easier way?
Thank you so much! That's exactly what I needed to know.
Hello, I'm fairly new to hacking SMW and this is my first attempt at a decent tool. I finally decided to contribute to the community by making this so I hope everone finds it useful.

OverWorld Music Regions is a program where you can split up the overworld into different rectangular sections, and each section will have a different song. It even works with custom music. It outputs a patch file that you should use with xkas. I based this program off OW ASM so it might be incompatible with some other patches that use OW ASM.Here is a screenshot


You can get the updated program here

You can get the updated source here
The source is a big mess and not commented anywhere. Please don't try to claim you wrote this program as I have spent a great deal of time trying to get this working.

To use this program you need to use .NET framework. You can find it with google if you don't have it. This program also has a bug with drawing rectangles, they need to be drawn from top left, to bottom right. If anyone has any suggestions for this program, please feel free to comment.

This program works by creating a bunch of rectangles and storing them in a table. Then every frame the table is checked with a collision detection routine and thats how it decides what song to play. Then it just writes to the music register. Also currently, this program doesn't work with submaps, but with a few easy changes, it could. THere are also a few bugs with this program such as music skipping, and sounding weird, I'm trying to find a fix for it right now.

PS: I will definately consider making it open source.
The patches it make are relatively small compared to other patches on this site. The music transitions between places are exactly like they are when going from the overworld to a submap.
That submap.smc is a rom I used to test the program with. I forgot to remove it and I think it is against the rules to distribute ROMs so I'm going to remove it. Thanks for bringing this to my attention. As for the size of the executable, i'm not sure why it is so large, I didn't write THAT much code and also there are only four embedded resources, 2 pictures and 2 text files.
I have a question. I'm using Overworld ASM and I was wondering how to do something. You know how the overworld fades in and out, I only want my code in Overworld ASM to take effect after the fade has happened. My code is extremely processor intensive and slows everything down when the fade in and out happens. So basicly what I'm asking is if there is a way to tell when the fade out is happening and how I could work that into Overworld ASM. Any help is greatly appreciated!
I have a question. I'm using Overworld ASM and I was wondering how to do something. You know how the overworld fades in and out, I only want my code in Overworld ASM to take effect after the fade has happened. My code is extremely processor intensive and slows everything down when the fade in and out happens. So basicly what I'm asking is if there is a way to tell when the fade out is happening and how I could work that into Overworld ASM. Any help is greatly appreciated!
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Fourside32's Profile - Posts by Fourside32

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