Banner
The Overworld Design Contest ends in
13 DAYS, 20 HOURS, 5 MINUTES AND 42 SECONDS
Views: 904,125,683
Time:
15 users online: Abdu,  AmperSam, BabaYegha, buckaroodle610, CNaught, Daizo Dee Von, Epic_stuff, FYRE150,  GlitchCat7, Hat Kid, Mario2n3e, MarioriaM, skyekun, TheMorganah, TheRealCatsup - Guests: 92 - Bots: 87 Users: 50,688 (2,129 active)
Latest: Konecro
Tip: When making your overworld, mix the terrain up! Add decorations to the overworld. Don't leave large empty grass or sea regions. As an example, angled land and multiple colors look much more interesting than square land and flat, plain colors.
Not logged in.
Posts by GoldPooka
GoldPooka's Profile - Posts by GoldPooka
Pages: « 1 2 3 4 5 6 7 8 »
My apologies, as I did not think it was necessary to make a whole thread about this, but oh well. It's SMWCentral, any question goes.

As you probably guessed, I want Luigi to star in my hack because 1. He's awesome 2. I'm so sick of seeing hacks starring Mario. All I'm looking for is a simple pallete swap. You know, change Mario's pallete to match Luigi's. Anything of the sort, really. Any suggestions would be helpful.

NOTE: YES, I AM 100% AWARE OF THE LUIGI GAMEPLAY PATCH. However, the physics are pretty messed up; Luigi can jump over a whole screen with the press of the keyboard.

Edit: Thanks to Jorshamo for telling me that I CAN change the title of the thread.

--------------------
Edit: My postcount went up by 1!
Hee hee hee, don't you just love the feeling when something works out perfectly? Thank you very much, Jorshamo. You too, Luigi-San

One last question: Although I'm using a separate "cursor" for the overworld, for future reference, how would I change Mario's overworld "cursor" to match Luigi's?

--------------------
Edit: My postcount went up by 1!
Thanks, ninja boy. But you missed colors 6 and 7. So it's colors 3-7 of palette A on the overworld. Thanks to everyone for all your help. That is all I needed to know!

--------------------
Edit: My postcount went up by 1!
Thanks for your concern, but I already anticipated this and changed those things on my own. However, I ran into one final problem. The "Course Clear" card. I REALLY need help with this one!

--------------------
Edit: My postcount went up by 1!
Yes, that's exactly what I meant! Everything worked out perfectly! Now I know how to make a hack with Luigi in it, which is pretty awesome. Thanks everyone!

--------------------
Edit: My postcount went up by 1!
Sorry for dropping in, but does anyone know how to add custom music to the castle door scene? Reply when you can.

--------------------
Edit: My postcount went up by 1!
Ah, I believe I have an answer to this one.

See this?

$EF $F6 $00 $00
$F1 $04 $6C $00
$F2 $DC $16 $16

When placed anywhere in the .txt file, it creates that echo effect. Other effects you can use are:

Volume Fade:

$E8 $XX $YY

XX= A hex number, how long it takes to fade. 01 is the quickest and FF is the longest
XX= What Volume to fade to, a hex number, 1 is the same as 1, FF is the same as 255… use a hex calculator for individual values.

Tempo Fade:

$E3 $XX $YY

Same as Volume Fade, except for slowing down the tempo

EDIT: All of this was taken from Spigmike's Custom Music Tutorial


--------------------
Edit: My postcount went up by 1!
Oh, wait. Did you place it at the very end of the song? Where it should go is in a place like this:

#0 @0 q7F v200 y10
#1 @0 q7F v200 y10
#2 @0 q7F v200 y10
#3 @0 q7F v200 y10

$EF $F6 $00 $00
$F1 $04 $6C $00
$F2 $DC $16 $16

#0
arbrcrdrerfr
arbrcrdrerfr
arbrcrdrerfr
arbrcrdrerfr

It must be placed at the beginning of the song. What I meant by placing it anywhere, that means that when the song gets to that part, that's when it will activate the effect. If you place it at the very end, the song won't be able to pick it up. The song would've already looped by then.

Anyways, I sure hope that's what you're looking for. If this doesn't work, I'm all out of options.

--------------------
Edit: My postcount went up by 1!
(restricted)
Sorry if I'm dropping in on someone else's question, but what are all the objects that can be affected by the Item Memory Index? Thanks.

--------------------
Edit: My postcount went up by 1!
How do I fix this?



Sorry about the quality! .bmp to .jpg = meh
Anyway, this white tile disappears when the demo movie starts. Is there any way to completely get rid of it?

--------------------
Edit: My postcount went up by 1!
After snooping around the forums, I came across this code. When I put it into Notepad, however, it is all smashed into one line. Could someone please tell me how to separate this block of code into a working .txt file? (Which will then be converted to an .asm file, of course)

Oh yeah, and how do I close tag (div)?

Code
JMP lolo : JMP lolo : JMP lolo : JMP lol : JMP lol : JMP lol : JMP Return !LEVEL = $01 ; Level to display message from !MESSAGE = $02 ; Message number lolo: LDA $15 ; Controller data AND #$08 ; If up button is down BNE Start ; Goto Start RTL ; Else return Start: LDA #!LEVEL ; Choose level STA $13BF ; Store to $13BF LDA #!MESSAGE ; Choose message STA $1426 ; Store to $1426 lol: Return: RTL ; Return


--------------------
Edit: My postcount went up by 1!
Well, thanks. But what I meant was where should all the lines be and stuff like that. To put it this way:

Should it look like this?

!LEVEL = $01 ; Level to display message from
!MESSAGE = $02 ; Message number

JMP lolo : JMP lolo : JMP lolo : JMP lol : JMP lol : JMP lol : JMP Return

lolo:
LDA $15 ; Controller data
AND #$08 ; If up button is down BNE Start ; Goto Start
RTL ; Else return Start:
LDA #!LEVEL ; Choose level STA $13BF ; Store to $13BF
LDA #!MESSAGE ; Choose message STA $1426 ; Store to $1426

lol:
Return:

lol:
RTL ; Return

Tag (span) was not closed.

--------------------
Edit: My postcount went up by 1!
(restricted)
In one of my levels, I use the custom song "Yoshi's Island - Make Eggs, Throw Eggs". However, when I die and reenter, the song doesn't want to play anymore!

AddMusic Used:
Carol's AddMusic v1.22

Patches Used:
-Time Up Fix
-One Player Only
-No More Sprite Tile Limits
-FastRom

--------------------
Edit: My postcount went up by 1!
Well, it was by Jimmy52905, but the description said it did not need the N-SPC Patch to work. As I said, it only mutes when I reenter the level.

EDIT: Oh yeah, any custom song I use does the same thing as well.
EDIT EDIT: In fact, ANY song I use does this. Oh man.

--------------------
Edit: My postcount went up by 1!
If you're talking about the status bar then:

1) Extract the graphics from your ROM (Red Mushroom button in Lunar Magic)

2) Open up YY-Chr (Tools section if you haven't downloaded it yet)

3) In YY-Chr, open Gfx28.bin and look at it in 2BPP GB

4) Edit "Mario"

--------------------
Edit: My postcount went up by 1!
Well, I figured it out. I never pointed any of those patches to some free space . After transferring everything over to a new ROM, and after using slogger, everything turned out fine.

I ask that the moderators please close this thread and perhaps trash it as there is no use for it anymore.

--------------------
Edit: My postcount went up by 1!
Some quick music questions:

1. Does the "l" command effect all channels or only one?

2. If I looped something like this:

<[cdefgab]2

Would the octave raise once or twice?

3. Why do strings of notes have to jump down a line like this?

cdefgab
bagfedc

Why can't I just go like this?

cdefgabbagfedc

--------------------
Edit: My postcount went up by 1!
IPS files are inserted with a different program - Lunar IPS. I'm pretty sure it's in the Tools section somewhere.

--------------------
Edit: My postcount went up by 1!
Pages: « 1 2 3 4 5 6 7 8 »
GoldPooka's Profile - Posts by GoldPooka

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks