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Ask anything about SMW Hacking [V.2.0]

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Question:

What hex edit is needed to disabled the spin jump?

Also what would I have to edit in a hex editor to make mario's jump make him only jump around one block up?

And also how do you make koopas stay in shells.?
Originally posted by Ramp202
If you clicked "New File" in YY-CHR, then there's your problem, you can only have ExGFX that's 4kb and not 8kb. just copy your files from the ExGFX File and open up a GFX File and paste into that then rename into the ExGFX###.bin (### being a number from 80-FFF)

Explain that further, because i thought i got the gist of it, but it's too large. and you hit it right on the nose, i clicked new file in YY-CHR. So go further into detail about how to fix it. Because I did this
YY-CHR window 1: Copy of GFX##.
YY-CHR window 2: ExGFX80
1. Deleted what was in window one.
2. selected what was in window two.
3. copied what was in window two.
4. Pasted to window one.
5. Saved what was in window one as ExGFX80
So, what did i do wrong?
You used 6 16x16 blocks, right? Do they happen to be in a vertical column that's more that 4 16x16 blocks tall? If the GFX's boundaries exceed 4 16x16 blocks vertically, it will be forced to be saved as an 8 kb file.

That's just a guess though. I have no ideas after that.
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Originally posted by I8Strudel
You used 6 16x16 blocks, right? Do they happen to be in a vertical column that's more that 4 16x16 blocks tall? If the GFX's boundaries exceed 4 16x16 blocks vertically, it will be forced to be saved as an 8 kb file.

That's just a guess though. I have no ideas after that.

No, They are like this.
1 2 3 4 5 6
Originally posted by FakeoutMaster
No, They are like this.
1 2 3 4 5 6

Well, if you haven't already, try your process again, expect by copying each of the 16x16 squares seperatly.
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Is there any way to fix this? He can walk on it Like this if he jumps on it right.


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Originally posted by 1UPdudes
Question:

What hex edit is needed to disabled the spin jump?

Also what would I have to edit in a hex editor to make mario's jump make him only jump around one block up?

And also how do you make koopas stay in shells.?

1. |0583E |$00: D63E |1 byte |ASM |Change from 10 to 80 to disable Spin Jump.

2. |054BD |$00: D2BD |1 byte |Physics |jump height while still
|054BE |$00: D2BE |1 byte |Physics |Spin Jump height when not moving.
|054C5 |$00: D2C5 |1 byte |Physics |Jump height while walking
|054C7 |$00: D2C7 |1 byte |Physics |jump height while running fast
|054C9 |$00: D2C9 |1 byte |Physics |jump height while running fast


3. Here

Originally posted by Description
This patch prevents the Koopas from getting out of their shells when being jumped on or after being stunned. Yellow Koopas become flashing shells after being stunned, but this can be changed easily. Original code by MrCheeze, conversion by Fuzzyfreak.


Enjoirider, block the right side of the pipe.
Originally posted by enjoirider
Is there any way to fix this? He can walk on it Like this if he jumps on it right.


You just need to block that front part to keep Mario from getting there in the first place. If you look at the original SMW, all of those pipes are blocked off in the front (plus the undersides of those pipes act weirdly too).
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Is there anyway to disable exiting a completed level via pause + select? It's imperative to a section in the hack where there's a one-level powerup and I don't want the player to exit and run around with it.
Edit: My postcount went up by 1!
Go to your overworld editor (the castle button in Lunar Magic.)

In the OW editor, click on the Layer 1 Editor (The Ghost house button.)

Then click on the tile where this one particular level is, then click on the button that looks like a level tile. Check the box that says "No entry if level passed".
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Ah, I did consider that, but I want the player to be able to replay the level. I just want to disable the pause + select option.
Edit: My postcount went up by 1!
What do you change in the asm file for smkdan's YI eggplant sprite to change which sprite it spawns? Can't find it anywhere in the file.

How do you make a sprite not spawn into a coin when mario hits the goal tape? I want to have a "Boss" of sorts have grinders shoot onto the floor, but I cant do this unless I can make the grinders not spawn into a coin for the Level Ender Boss Music sprite. It is because the sprite ignores sprites that do this.
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I'm back with another question, although I'd rather not have this one in it's own thread, and I don't think it is basic either, but it's probably just me.
The dimensions' for the Hammer Bro., included with Sprite Tool are 16x16, standard sprite dimensions'.
But with SMW Redrawn, the graphics for the Hammer Bro. are 16x24, and obviously won't fit with the Hammer Bro. sprite dimensions'.
So, I was wondering what would need to be edited in the .asm file to extend the Hammer Bros'. dimensions to 16x24 and re-point the graphics where I want them?
I know a fair bit of ASM and some sprite programming, but this has me stumped.
Any and all help is appreciated.
#w{=P}
@foop2164: It's not in the asm file. You have to change the first number in the fourth row in the .cfg file to change which sprite the egg plant spawns.

And I have a question: What do I need to do to stop a Koopa from flickering after I knock it out of its shell?
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ZMann - Change the last 2 bytes of this address to the same number. (the last 2 are the kicked out of shell frames)
Originally posted by ROM Map
09D8C | $01:9B8C | 7 bytes | Sprite tilemap related | Standard Sprite Tile Table: Shelless koopa tilemap (Fourth byte unused?)
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@GoldPooka:Just go to the Overworld Editor - Overworld - Extra options and then uncheck "Allow using Start-Select to exit passed levels".
I can't believe that I still remember this place.
when inserting exgfx, is there a way to get it so it's not all scrambled in map16?
Click on the red poison Mushroom and change the appropiate drop down menus.
The ExGFX file you inserted (ExGFX-- where '--' replaces a hex number)
will be the one you inserted with the Map 16 page.
Is there a hex edit which disables items being put into the item box when grabbing an item?

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