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Ask anything about SMW Hacking - 2019 Edition

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I knew it would be something as simple as that. Appreciate ya.
I just travelled throught C3s and found patch that does something with CGRAM...
My question is what is CGRAM and what it does in SMW?

Also, I hope this is right thread to post this, maybe I should create new thread about it? Oh well...



CGRAM is where color information is stored (The whole palette basically)
Oh, that's so simple! Thanks!


So if JUMP is open source can it be used as a Base ROM?
e: i mean the bps that has the resources and stuff with it
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Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
So, in VLDC9, Swiss Hotel used a vanilla bug in the first room that caused Sumo Bros to teleport to the top of the level and create a warp-like falling effect. How is that done, exactly?


It looks like that room is probably actually a vertical level. The Sumo Bros. are probably placed just high enough that they're within the spawn region of the screen but outside of the despawn region, so that every time they fall off the bottom of the screen they get immediately respawned.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
I can't find the smashed switch palace switches in Map16; where are they?
*everything stops*
Yeah, that's me. You're probably wondering how I got into this situation...
*cut to next post*
Because they are sprites and not Map16 tiles.
Yeah they aren't map16 tiles. You can still find them in gfx0D or make them yourself using tiles 1F2/1F3 (Assuming GFX08 is in FG3)
Howdy folks, I'm trying to change what blocks turn into after being hit. A quick look at the ROM map and All.log and I find this table:

Code
DATA_00F0C8:                      .db $0E,$13,$0E,$0D,$0E,$10,$0D,$0D
                                  .db $0D,$0D,$0A,$0D,$0D,$0C,$0D,$0D
                                  .db $0D,$0D,$0B,$0D,$0D,$16,$0D,$0D
                                  .db $0D,$11,$11,$12,$0D,$0D,$0D,$0E
                                  .db $0F,$0C,$0D,$0D


...Which is all good and dandy, but it doesn't help with the multi-coin turn and ? blocks, as this table tells them to turn back into themselves (see values $0A and $0B). Does anyone know how I can change the brown block for these two?
How would I get BTSD to use asar? Before you complain about me using BTSD I'm using fusoya's pipes, which really leave me with no choice but to use BTSD or it'll break.
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BTSD isn't open source as far as I know, so... you don't.

I'd recommend just porting to a new ROM and using GHB's pipes instead, it's not difficult and doesn't even take that long.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by The Milkman
Howdy folks, I'm trying to change what blocks turn into after being hit. A quick look at the ROM map and All.log and I find this table:

Code
DATA_00F0C8:                      .db $0E,$13,$0E,$0D,$0E,$10,$0D,$0D
                                  .db $0D,$0D,$0A,$0D,$0D,$0C,$0D,$0D
                                  .db $0D,$0D,$0B,$0D,$0D,$16,$0D,$0D
                                  .db $0D,$11,$11,$12,$0D,$0D,$0D,$0E
                                  .db $0F,$0C,$0D,$0D


...Which is all good and dandy, but it doesn't help with the multi-coin turn and ? blocks, as this table tells them to turn back into themselves (see values $0A and $0B). Does anyone know how I can change the brown block for these two?



Since this question was never answered, I went and did a bit more digging in All.log. And, to my surprise, I actually found it! If anyone was curious, the byte can be found at $0291B5, and it uses the same table values as $00F0C8.
So how can I remove the mosaic effect that SMW uses without the possibility of a hex edit breaking my rom?
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@M A R I O W O R L D Does this or the code below solve your question?
Code
org $009F67
db $00

You can choose one.
I'm trying to create my own line guide tiles, but I'm not sure I have the tile numbers right, or maybe something else needs to be done? All the line guide objects seem to pass right through them, or just behave strangely.

"Act as" values:
Line on left: 90
Line on right: 91
Line on top: 92
Line on bottom: 93
I've become very grumpy these last few years, and have been biting my tongue here in SMWC's forums quite a bit. I just want to let you all know that if ever I come off as harsh, I still care about you all. You guys are great.

(Avatar by http://reyleias.tumblr.com/, butchered by me)
Line guide tiles are hardcoded. Making tiles act like them won't work unless you patch this to your rom
Originally posted by TheBiob
Line guide tiles are hardcoded. Making tiles act like them won't work unless you patch this to your rom

Ahh, beautiful. Thank you.
I've become very grumpy these last few years, and have been biting my tongue here in SMWC's forums quite a bit. I just want to let you all know that if ever I come off as harsh, I still care about you all. You guys are great.

(Avatar by http://reyleias.tumblr.com/, butchered by me)
How would i make the dolphins generated by sprite CF edible?
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