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Posts by RedRose64
RedRose64's Profile - Posts by RedRose64
Pages: « 1 2 3 4 5 6 7 8 9 10 »
I'm not sure what this is. Is this a sprite, block, ASM?
Thank you very much for the effort, but I much rather make the sprite itself stay on ledges. No disrespect.
Thanks. Can you tell me how you did it? Or is that too much trouble?
After some testing, it didn't work. It still fell off the pipe I was trying to set it on. sigh...
Music breaks the game after selecting a file using SNES9x GX for the Wii. I thought all the music tracks was fixed on this site?
Originally posted by RedRose64
Music breaks the game after selecting a file using SNES9x GX for the Wii. I thought all the music tracks was fixed on this site?

So can we fix this so I can play, or what?
I was trying to use the LMSW emulator in LM when every time I load it I get a black screen with the Welcome music playing. It worked fine before, otherwise the rom works with bsnes, snes9x 1.53, etc. I'm not sure when this started to happen, but I would like to know what address do LMSW use (if any) so I could cross reference those with my patches to see if theres a compatibility issue so I can get this fixed.
Please? Anyone?
I use songs from the music section with the intention that all songs here are fixed. They work BSNES and such. I'm using the latest addmusic 405 or whatever, too. How can I tell if a songs not updated?
I got a bunch of patches, that's about it. That's why I need to know what addresses LMSW use so I can find the problem.
What determines the Castle Entrances BGs (City Blue BG or Black BG) and what do I need to set to get the one I want? Its weird to see the City BG entrance in a Cave OW.
Thanks. That'll work for now.
I hate to ask 2 questions back to back, but I've been digging all day for info about this.

What determines Yoshi's color when he gets the wings from the block and is sent to C8? I want him to come up Red instead of Blue. I dug in the ROM map and found nothing. Surely its a simple hex edit. Can anyone help me?
OK. so as hex address from $00FCD1 I got 2A as a value, now I put that in YXPPCCCT binary I get 101010. Unless i'm doing this wrong, where do I find the value #$06 (blue)?

EDIT: Never mind. I had to convert it into a PC address.....
I used the Circle fade in patch that required Asar to patch, but I need to remove it and since Asar finds freespace automatically, I can't use XkasAnti. Is it possible to remove Asar patches, or am I just screwed?
I just tried that Dessembler thing and it still didn't get rid of it, and JackTheSpades method is too complicated for me so I guess I'm just stuck with this patch in my rom. This patch was the reason why my LMSW wasn't running properly in my rom that I explained in an older thread. Now I can't get rid of it.....
Originally posted by Koopster
Did you insert that patch recently, by any chance? On that case, you could use the restore function in Lunar Magic (in the menu, File > Restore > Restore ROM to previous state). You could restore it to a point when the patch still hadn't been inserted, but everything after it will be deleted.


Unfortunately I don't use that method in Lunar Magic of backing up my rom.......
Thanks so much guys. It worked. I just hope this patch didn't hurt any other patches I used after the CF one.

Lesson here is to ALWAYS make backups of backup OF backups before testing patches and keeping note of all of your patches helps, too. Thanks again guys.
I'm trying to get this patch to work only on one level using uberASM. but every time I copy the code into the levelinit patch it crashes the rom. how do I convert this code into uberASM?

Code
org $01F719
db $00		; Disable "Yoshi runs away" sound effect?

org $01F71D
JSL $00F5B7	; Hurt Mario instead of losing Yoshi
BRA +		; \
NOP #39		;  | Remove "Yoshi runs away" routine
+		;  |
RTS		; /

org $02A47D	;extended sprite related
db $00		;disable sfx

org $02A481	;extended sprite related
JSR $A4AE	; Hurt Mario instead of losing Yoshi
BRA +
NOP #38		;nullify code
+
Yeah, that crashed my rom upon level load. I wish there was a tutorial to figure out what kind of code to add in level_code.asm, or some cool example codes to plug in there. Can I just use flags from the Ram map with this or what?
Pages: « 1 2 3 4 5 6 7 8 9 10 »
RedRose64's Profile - Posts by RedRose64

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