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Official Hex/ASM/Etc. Help Thread

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Hello

I want to make it so mario can enter a door while on Yoshi.

I am hoping someone here can point me in the right direction.

I tried googling it, but the results were about different yoshi/door scenarios.

I've never done my own ASM hacking before. So please mention any other relevant posts/documents that would be helpful.

Thank you sooo much
That doesn't require any ASM knowledge as SMW never prevents you from entering doors with Yoshi if you brought him into a castle / ghost house (if you can read SNES ASM, just check the code at $00EBE8 with A containing the Map16 tile number low byte). The issue is more hitbox related: The doors check for Mario's neck which is at the tile directly above the ground but raised by one tile if on Yoshi. Furthermore, the top part of a door can only be entered if Mario is small. This leads to an interesting side effect that you can only enter SMW doors with Yoshi if the player is small.

How to fix it: Just make the top door act like the bottom part or stack two bottom part of doors!
Originally posted by MarioFanGamer
The doors check for Mario's neck which is at the tile directly above the ground


That's very interesting. And neat that you can get around it without asm.

My desire to use asm is to "fix" all doors without having to manually change every door in every map.

My thought is to just delete that check, or tweak it.

Would there be an easier or more straightforward way to fix all doors at once?

Is the check at or near $00EBE8?

I've not read asm before, but I can usually do fine with a halfway decent reference.

What would you recommend?
Once again, no ASM needed: You can change the top doors' acts like to their respective bottom part in the Map16 editor (acts like settings 0x20 and 0x22, respectively). That does mean you lose small doors with the original objects and you might have to change custom tilesets as well but you can always recreate a small door (i.e. a tile which acts like tile 0x01F or 0x021) on page 2 onwards.
Originally posted by MarioFanGamer
You can change the top doors' acts like to their respective bottom part in the Map16 editor (acts like settings 0x20 and 0x22, respectively).


Thanks. Worked like a charm.

I just copied the bottom door stuff over to the top door on map16 editor.
I want to use something like the tracker barrels in DKC3, although despite seeming like it might already exist, I can't find it. I tried recreating it using these rotating barrels and this position locking sprite. It functions fine but the sprite oscillates back and forth every other frame while Mario is "inside" the barrel which doesn't look so nice. Here's a video of the unintended behavior (with some other weird responses to being in the barrel).

Is this something that can be fixed easily? My experience with asm only goes as far as changing values or deleting a line of code. Apologies if it is outside of the scope of this thread, I can always wait for the barrel update.
I have applied the EdibleBlocks hack using ASAR to my rom.

There is a place where you can edit which blocks are edible and how they behave.

Is it possible to edit that blocklist after the patch has been applied?

Like, can I overwrite that section of the rom with an updated blocklist? Or remove the patch, change it, and re-apply it?

patch link below

https://www.smwcentral.net/?p=section&a=details&id=18615
Originally posted by ExcellentPlant
I have applied the EdibleBlocks hack using ASAR to my rom.

There is a place where you can edit which blocks are edible and how they behave.

Is it possible to edit that blocklist after the patch has been applied?

Like, can I overwrite that section of the rom with an updated blocklist? Or remove the patch, change it, and re-apply it?

patch link below

https://www.smwcentral.net/?p=section&a=details&id=18615

Yes, you can edit the list and just reapply the patch, and asar will first remove the previous version and insert the new one (this is because it uses the "autoclean" command, and most patches we host do the same).
i'm having a problem with this uberasm in which the autoscroll gets stuck on a step almost immediately after the level begins. i even tried completely redoing the time table assuming that they were absolute time values rather than relative (it's commented out below), but that made it so that the screen didn't move at all.



anyone know what i'm doing wrong?
Originally posted by MarioFanGamer
Once again, no ASM needed: You can change the top doors' acts like to their respective bottom part in the Map16 editor (acts like settings 0x20 and 0x22, respectively). That does mean you lose small doors with the original objects and you might have to change custom tilesets as well but you can always recreate a small door (i.e. a tile which acts like tile 0x01F or 0x021) on page 2 onwards.


I also found this:

https://www.smwcentral.net/?p=memorymap&game=smw®ion=rom&address=00EBFD&context=

This is a value you can change to get the same effect. Small mario, Big mario, on Yoshi...can enter big or small doors.

I didn't use this method, but I am putting it here in case someone finds this thread by searching.
I'm having an issue with the Individual Dragon Coin Save patch.
I installed the BWRAM version, since my rom has SA-1.
My dcsave file looks like this and my BWRAM tables file looks like that.
As far as I understand, this is what the readme of the patch says to do.
Then I patched dcsave and bwram_plus with Asar.
But when I collect a DC, the game crashes. Weird sound then black screen.
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
I'm currently trying to use https://www.smwcentral.net/?p=section&a=details&id=22297 and https://www.smwcentral.net/?p=section&a=details&id=13800 at the same time.

I want to be able to have no animations when powering up or getting hit, and I also want Cape/Flower Mario to become big Mario when hit instead of small.

Issue here is when I use both these patches together, the second one adds powerdown animations back in that are not disabled by the first. How I would need to tweak the asm for it to not add those powerdown animations?
edit: solved via help on discord
I am trying to insert something into the Lemmy boss sprite without resorting to custom sprites but when I patch the rom, defeating Lemmy crashes the game. What am I doing wrong?

Code
!Base1 = $0000
!Base2 = $0000

org $03CEA0
	autoclean JML Test
	NOP

freecode

Test:
STA AA,x    
JSL $01801A
LDA #$01
STA $0DD5|!Base2
RTS

Don't eat the sandwich
Originally posted by RollingRigatonis
I am trying to insert something into the Lemmy boss sprite without resorting to custom sprites but when I patch the rom, defeating Lemmy crashes the game. What am I doing wrong?

Code
!Base1 = $0000
!Base2 = $0000

org $03CEA0
	autoclean JML Test
	NOP

freecode

Test:
STA AA,x    
JSL $01801A
LDA #$01
STA $0DD5|!Base2
RTS

You can't RTS to end a routine when you've jumped to freecode that's in a different bank. What you need to do is jump back to the game's vanilla routine. In this case the vanilla routine ends at $03CEA6, so you can jump back to there with JML once you're finished with your custom code.
Would anyone happen to know what address I should hijack in order to edit how kicked shells interact with walls without affecting other carriable sprites? I've tried $0199D2 but that doesn't seem to be working no matter what I do.
Don't eat the sandwich
I'm having difficulty understanding the coding shorthand.

Why do we understand a 2 pixel high and 2-pixel wide sprite (like a mushroom) as 16 x 16?
Originally posted by BrownBuddy
Why do we understand a 2 pixel high and 2-pixel wide sprite (like a mushroom) as 16 x 16?

That's because you use a different definition of pixel than we do: Pixel is short for "picture unit" and is the smallest unit of an image before you lose information. What you're thinking of "pixels" is actually a tile aka the smallest group of pixels which you can display on the SNES and they can have different sizes as well (most commonly 8x8 or 16x16 but objects aka sprite tiles and Hi-Res BG1 can have different sizes as well so a mushroom isn't even made of four pixels) and objects don't even need to be on an 8x8 or 16x16 grid unlike backgrounds!
I just need one little bit of clarification about rom maps adresses and Asar.

I know already which adress I need to change a value of and what to input. Is it just making the adress and it's bit value change into an asm file and using Asar to patch my rom file with?
Hello y'all! I'm trying to change Mario's colours, so he uses the ones I set in the level's custom palette. By default, colours 8-F revert to his normal ones on level entry.

I know there is an Asar patch for that, but in my current situation I cannot use Asar, so I'm looking for one that makes use of UberASM. Anybody can provide help on that?

P.S.: only small Mario is used in that level, there's no need for separate colours for Fire, Cape, Luigi or whatever.

Thanks in advance!
Originally posted by TheBourgyman
Hello y'all! I'm trying to change Mario's colours, so he uses the ones I set in the level's custom palette. By default, colours 8-F revert to his normal ones on level entry.

I know there is an Asar patch for that, but in my current situation I cannot use Asar, so I'm looking for one that makes use of UberASM. Anybody can provide help on that?

P.S.: only small Mario is used in that level, there's no need for separate colours for Fire, Cape, Luigi or whatever.

Thanks in advance!

Kind of a hacky solution but you can use this uberasm, which forces the game to load the palette from the freeram address rather than from ROM. What you need to do is to edit the colors table with the 10 colors (from 6 to F in the palette) you want. The values you put there are the SNES RGB values, which you can see in the palette editor when you hover over a color (the default values I put set it to Luigi's colors, just for testing).
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