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Halo on Overworld
Forum Index - SMW Hacking - SMW Hacking Help - Halo on Overworld
Pages: « 1 »
Hey guys, I'm currently in the process of testing my ~30 exit kaizo hack and I've noticed that after beating a few levels, Mario's sprite on the overworld will have a halo (see image).

EDIT: why is the img tag not working lol.
http://ibb.co/865YsJt

I'm not actually sure what triggers this in the original game so I would like to know that, but also if there are any known fixes, as this also changes Mario's animation to a still picture. I have tried deleting the tile in GFX10.bin and that removes the halo, but the animations obviously remain.
I've also searched for 'halo' in the ROM/RAM map but its rather empty.

Any help would be appreciated.
Thanks guys!

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Alternative name: Frank (i don't really mind)


The halo appears when Mario's life count enters the negatives (it'd normally be used for the "game over" screen). Most likely, you applied a patch to disable the life counter, but it did not actually stop the life count from decreasing.

You can try applying this to fix it:
Code
org $00D0D8
	db $AD


Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Thanks for the response, however I already have a NOP #3 (EAEAEA) in place there. Shouldn't that accomplish the same thing?

Also, this might sound dumb but my ROM is SA-1, do you know what the 6 digit bank-address for the lives 0DBE is so I can view it in the snes debugger? I never figured out the conversion.

EDIT: I tried setting $6DBE (current lives) to #$30 at gamemode_init_E and D (overworld) but no dice. I'll try the db $AD patch next.

--------------------
Alternative name: Frank (i don't really mind)


At the very least I just tried it on an SA-1 ROM and it worked fine.

If it's still not working, it might mean you've applied another patch hijacking the death routine that handles decrementing the life count instead.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
I am using the retry-v2.06a patch for fast retry but I set !lose_lives in the retry_table.asm to $00 which should disable losing lives.

I did change the gamemode_init_14 to set the lives to $30 and I haven't seen the issue since then, so ¯\_(ツ)_/¯

I'll update if I see the issue again.

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Alternative name: Frank (i don't really mind)
Yikes dude its still happening! :O
Does anyone know where the halo code is on the overworld so I can NOP it? Also has anyone else had this problem with retry.asm?

EDIT: Ok so I looked at the ROM map and I found that it says to set the code that Decs the lives to some hex instead of nop 3. It looks like a JMP so maybe it will be fixed now.

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Alternative name: Frank (i don't really mind)
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