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Posts by mariofreak4500

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Hello fellow hackers!
I know there is a tool called SRAM_Plus that adds stuff to the RAM file, but I've had trouble with it. I want it to where if you have 3 coins, 6 lives and 10000 score points (numbers are just examples) on the scoreboard and you save the game; when you load the file, the numbers won't reset and you'll have the same number of coins from when you saved.

If I'm correct, SRAM_Plus should do that but it's not letting me. Please help me, it is more convenient for my hack's gameplay.
Thank you all!
mariofreak4500
Is there a code or simple way to change the GFX files of the Title Screen (GFX28, GFX29) to an custom ExGFX? I know I could simply edit the two graphic files but the Title screen I hope for includes more graphics.
mariofreak4500
Hey everyone, I was wondering how to make a midway entrance in a room separate to the main level or starting level, like how in Lemmy's Castle, the midway point is not in the same level where you start. Is this possible at all with the newest Lunar Magic?
mariofreak4500
Hey guys, it's been awhile since I've been here and have worked on Lunar Magic so I'm a little behind on things. How do I animate tiles on the overworld? I have an ExGFX folder with the different frames and have tried typing in the tile numbers for each corresponding frame. When I click OKAY, it puts the overworld tile 0 on my "destination tile" so obviously I'm doing something wrong. Is there a guide I can find on OVERWORLD Exanimation please?

Thanks!
Clayton
mariofreak4500
Hey all, so I had a ROM I was working on on another computer that ultimately stopped working. Luckily I was able to find a less updated version on a flashdrive. I was wondering if I can extract the music I inserted on it so I can insert it onto another ROM which I am now working on. Thougths?

Thanks.
mariofreak4500
This is an outdated post and can be deleted.
mariofreak4500
Hey all.
I've read on here how to turn off the Mario Start! text before levels but I don't exact know how or what to change when it comes to the codes. I'm using Translhextion. Can someone give me a step by step on how to turn off the Mario Start! completely?

Thanks!
mariofreak4500
mariofreak4500
Hi all.
So I've been reading the forums and I've seen on occasion where people have mentioned having levels from other games in your hack can lead to your hack getting rejected. Well I have a question on that. In my hack, there is continuity with the original Super Mario World and as part of the story, you go back to the Vanilla Dome and see what has changed after a storm hit it. But it's just one level and it's there for story. Now also in my game, there is a Special World composed of eight levels like the original but these levels are entirely new. Now, also for the sake of continuity and as a cool feature, one of those eight have a secret exit that take you to the original 8 Special World levels from SMW but the levels are modified to being longer and much much harder. So these levels are there not because of laziness but instead because I'm interested in adding some canon between my game and the original. For this reason, will my hack get rejected if I submit it here?
mariofreak4500
(restricted)
Hey all.
I just got back into ROM hacking about a month ago, and I can't get blocktool to work on a new rom. I've followed all the steps seen in videos. But even after checking the directory of the asm file and all, I keep getting the "Xkas Error" then it just reads the block description I typed in. Help?

mariofreak4500
mariofreak4500
Is there a tutorial on that tool? I tried but I haven't a clue how it works. I even read the readme but still don't know, lol.

mariofreak4500
mariofreak4500
Hi all,
With the intro level music, that is the "Welcome to Dinosaur Land" bit, is there a way I can disable it and let regular music of my choice play there? I've already attempted changing the code on Translhextion by changing (0x01925) to "9C FB 1D." The problem with this is that if I don't set the music as bypassed, no music will play. But if I do bypass it, the music will start over when I go to the next screen. My intro level is a cutscene.

Is there another way to adjust these settings?

mariofreak4500
mariofreak4500
I've reverted the hex and changed the music to Here We Go! But it's still starting over when I go to the next sublevel. Is there a way to have the music just continue instead of this?

mariofreak4500
mariofreak4500
Hey all.
I used GPS to add custom music in my ROM. But it seems that since then, I've been experiencing some problems. First, on the Title Screen when clicking on a file to play, after clicking B, it's suppose to have a coin sfx and start that file right? Well that sfx either doesn't play or it delays for half a second. Barely but still very noticeable. Also, if any side exits are used, the music fades way too late. Obviously, its an audio glitch. Has anyone had this problem? Are there means to fix it? Please help.

Thanks,
mariofreak4500
mariofreak4500
Excuse me, you're right. Sorry I was tired when I typed that. Yes, it was AddmusicK. But the weird thing is that I had no problems with the music after I added custom blocks until I added custom music with Addmusic. The music is inserted no problem except for the fade issue and that issue applies to ALL music, not just custom ones. Thoughts?
mariofreak4500
Is there a section here that is dedicated to a guide of ExAnimation for more recent Lunar Magic versions? I cannot find a recent one and for the life of me cannot figure it out on my own.
mariofreak4500
Thanks so much. This is exactly was I was needing!
mariofreak4500
Just recently, I started using submap exanimations for the main overworld and after adding a few animations, I started having glitched graphics appear in the top left corner of the overworld. The only thing I can say I did of any significance was changing the directory of the animated tile frames from GFX14 to an ExGFX file. The animations themselves have not been affected, just the top right corner of the overworld.


mariofreak4500
(restricted)
I want to have some levels in my hack where there are irrelevant background characters walking about to make some of the levels seem populated rather than just stand still. I have redesigned koopas and such for this but for these levels, I wouldn't want these characters to hurt you. So are the any custom sprites that can be used for this? I am not good at ASM or any coding but I have inserted custom sprites before. It just would be nice have these characters walking around instead of just all standing still. Any ideas?
mariofreak4500