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Posts by MellyMellouange

MellyMellouange's Profile → Posts

Here's some computer science, since absolutely no more context was given than the bare minimum.

A Branch operation will always be relative - it jumps forwards or backwards a certain amount of bytes.

When something is assembled, the labels are only used as reference for the Branching or Jump statements. For Jump statements, it takes the absolute address that the label ends up going to; For branch statements, however, it converts the distance between the statement and the label. That means most Branching statements can only go 127 bytes forwards or 128 bytes backwards.

Furthermore, I believe that you can't switch banks with a Branch statement? And if your Branch operation goes between where what SuperFX is supposed to process and what the SNES itself is supposed to process, I really don't have any reason to believe it's going to work.
You could try...

Making a block that is the surface of water (just Act Like such).

When a kicked Koopa Shell is in contact with this block, it bounces upwards, skipping across, like a pebble thrown on the surface of water.
ALSO, IF YOU WANT TO USE uberasm INSTEAD,

INSERT THIS UNDER gamemode_init_E IN gamemode_init.txt BEFORE APPLYING THE patch.

Code
STZ $19
STZ $0DC2


THIS SHOULD RESET THE POWER-UP STATUS FOR THE PLAYER EVERY TIME THEY GO TO THE OVERWORLD (so whenever they die, clear a level, or start+select out of one).

IN CASE YOU ARE USING THE sa-1 pack, USE THIS CODE INSTEAD.

Code
STZ $19
STZ $6DC2
Originally posted by mario90
When I first thought about doing this, my mind went to that RAM address too, but I quickly realized that's actual brightness of the whole screen. It can't just be applied to a single or select layers.

Yeah, I found that out too.

My findings include that Address $40 can be used to make specific layers go black (LDA #$AF STA $40), but I didn't find out how to make it fade yet.

I'm going to examine the routine you pointed out now.

EDIT: I think I got it! $0905 is the table where you want to write the new colors to, then set $0680 to #$03

$0905 is a 16-bit color table. In order to get your fade-out effect...

-bbbbbgg gggrrrrr is the format for SNES colors (b = blue, g = green, r = red). 5 bits for each. The way to decrement each might be a bit complicated.

In theory this should work, but in practice I haven't made it work yet.

I'm going to troubleshoot a bit later.
Fresh from the oven!

This hack is the first one I have released, 10 years after being introduced to SMW romhacking.

It's a small hack, but I wanted to make sure that it would be fun. Version 1.01 fixes a few issues and gaps that the first version had.

I hope you play it! I would love to hear feedback on what was fun and less fun for you all!

Thanks all!
So last December, lolyoshi found out that by making the camera scroll beyond the left/right limit of a vertical level, the layer 1 repeats itself graphically.

A few days later, I made a patch that would enable collisions with this repeat of the level. Here's a video of lolyoshi taking it for a ride.

The patch had a very inconvenient bug that I didn't figure out how to solve until 3 months later.

But now that's done, here's the patch.

It's here for public testing. Basically, because it changes quite a few things in how the game works, I want to make sure that nothing nasty pops up from it when someone uses it for their hack.

You'll need UberASM in order to enable the looping mode. By default, it uses Free RAM address $14C7 (or $74C7 when using it on an SA-1 ROM). UberASM code comes in text files for either SA-1 or non-SA-1.

Oh! And be sure to use it on a ROM that has been modified by Lunar Magic!

Please post what you experience while using the patch in this thread.

Known issues:
Sprites using edge detection will turn around when hitting the technical level border.
There exists a Layer 3 bypass in Lunar Magic. It's the Green poison mushroom.

Using that, you can replace the GFX files used for several purposes.
Originally posted by RPG Hacker
@Mandew: Cute animation. I like it.


Thank you!

Here's another one.

I hope people don't shy away from entering because of SMW being a bit less user-friendly than the other things out there (SMBX and Mario Maker).

Although it's still really early before the deadline and some may have school/college now so I'm assuming peeps will take their time with this, which is a good thing.

Getting people interested in doing things with SMW is a really cool repercussion this contest will have.
Wow! The quality of the ROMhack is really high overall!

I'm impressed!
Removing the RNG from Footballs:

Code
!MiscTable = $1594

org $03800E  
db $A0,$C0,$D0,$D0	;data table for the bounce speed of footballs

org $03805C

autoclean JSL NewFootBall

freecode

NewFootBall:
LDA !MiscTable,x
BNE IsSet
LDA #$A6
IsSet:
ROR
STA !MiscTable,x
RTL
Never mind that challenge is a subjective thing depending on who your player is. Something that's challenging to a well-seasonned player might be a breeze for a pro, and feel damn near impossible for someone who did manage to beat Super Mario World.

Like, even if I wanted to have a nice, good challenge... dying 200 times on a single level is a grindfest, not a challenge. At least it isn't a challenge to me.

Challenge never originates from the game itself. It's a feeling that resides in the player as they are playing the game. But the higher you are on any given learning curve, the more difficult for the game to be challenging.

Anyways, difficulty isn't the challenge. Difficulty is the level of skill required for the game to be challenging. Anything can be challenging, and as it is, hard ROMhacks are only suitable for the very few people with that high level of skill.

We, as a community, have the benefit of being able to generate loads and loads of contents. It doesn't have to all be pro challenges! We have the window for variety! We can use it to such great extent to appeal to so many sorts of players who love Super Mario World and ROMhacks for so many different reasons!

But as it was said, there are so many hacks with a difficulty spike just right at the gate of the endgame. I know so many examples. It's not consistant with the rest of the game - it's just that difficulty spike being there because "oh shit it's the endgame gotta make things super difficult all of a sudden!"
Originally posted by Super Cascade Advance DX
true story


It's also true.

It reminds me of why I go out of my way to release those custom sprites I make.
Currently available: #lm{sgfxby} Unvailable

Note:
Be warned that I am a severe critique that will speak entirely from a subjective point of view. I will rarely be available, and most of the time I will just playtest whatever I find whenever I feel like.

Hacks Tested (1):
The Second Thread: Super Mario Hack v1.4