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Official Hex/ASM/Etc. Help Thread

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It didn't disable the Intro screen.

Is there another way to do it?
Does UberASM install the same way LevelASM does? Apparently not, because attempting to patch level.asm with asar gives me a "not found" error for every single "dw levelX" line, and the tutorial I used doesn't even mention any equivalent for "asar_patch.asm."
Re-registered as Roadsguy.
Didn't work. It gave me a "can't open file" error for every file in the hijacks folder.
Re-registered as Roadsguy.
You know, I really hate it when I make mistakes that are so stupid in hindsight...

In other words, no, they weren't in the same folder. >.<
Re-registered as Roadsguy.
I know I've seen people do it before, so I know its possible, but out of curiosity, how would someone go about replacing Mario with another character. I don't mean just a graphic swap, I mean like with different abilities, collision size, etc. For example (this isn't what I'm planning on doing, its just an example), if someone were to replace Mario with a Rex or Chargin' Chuck, how would they go about doing it?
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Collision size can be (compared to creating abilities, at least) easily modified with Smallhacker's level <-> player interaction notes and by modifying the relevant sprite <-> player interaction routines. Abilities will need to be implemented in something like uberASM with code that is run each frame; physics can be modified by hex editing the relevant values (or even modifying the physics routines themselves). In general, it takes quite a lot of ASM in order to get what you want
@MarioEdit

Ah, okay thanks. I was mostly going to do this as an experimental thing rather than a serious hacking thing (I feel like messing around with assembly, and I'm mostly just curious), and this is really helpful.

EDIT: Sorry for being a bother, but what about editing the graphics routine (as in making Mario's GFX bigger than 32x32, or a different size, like 64x16 for example? Should I just make edits to the 32x32 patch?)? Also, is it possible to make the GFX file containing Mario larger by any chance?
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by DarkBones
Should I just make edits to the 32x32 patch?

yes. this is how i made 64x64 bowser

Originally posted by DarkBones
Also, is it possible to make the GFX file containing Mario larger by any chance?

the way loltendo set up mario's gfx routine, you're limited to one bank ($8000 bytes) to choose tiles from, which is 4 yy-chr pages, or 8 regular GFX files (you can already do this in smw, except the extra space is occupied by the exanimation stuff/GFX33). larger is possible, though you'd need some trickery.
Is it possible to make the 32x32 patch work correctly without the MarioGFXDMA file? I really would rather use the regular GFX file than have it split up into two files. If not, how would I edit the patch to not require the Left/Right GFX files (sorry, I'm not exactly new to ASM, but I've never dealt with a lot of this stuff before...)?
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
yes, it's possible. i only split them up for the lulz

guess i'll get to work on it
Sorry, another random curiosity moment. I know that there are 8 SNES modes (0-7), and that its possible with UberASM to change which mode SMW uses. I know what mode 7 does, but exactly what do the other modes do. Also, is it possible to change the mode on a per level basis, and finally, is it possible to NOT have Mario in a certain level at all(and instead have a custom sprite to control)?
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
You can check regs.txt for a nice description of all eight of the SNES's BG modes. It's possible to change the mode on a per-level basis, of course.

Finally, to not have Mario in a certain level, you can simply hide him by using
Code
		LDA #$FF
		STA $78
in something like uberASM.
There is, but all I can do is point you in the right direction.

It'll require SPC hacking, that much I know, and you'll probably need to inject some SPC ASM code in a custom sound effect inserted with Addmusic. How exactly, though, is beyond me.


 
Try inserting this as a custom sound effect and playing it when you want to mute the channel. (I'm assuming you're using AddmusicK...it would be different for Addmusic 4.05.)

Code
#jsr DisableChannel

#asm DisableChannel
{
	MOV $5E,#$01
	RET
}


Replace the #$01 with the bit(s) corresponding to whatever channel(s) you want to mute (so #$01 -> channel #0, #$02 -> channel #1, #$04 -> channel #2, #$08 -> channel #3, etc.). You could combine them if you want, such as using #$06 to mute both channel #1 and #2.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Hi
I'd like to make a act uppon being touched by a specific (custom) sprite.

Is there a code for this? If there is, could someone tell me?
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I'm using wiiqwertyuiop's Enemy Changer sprite. Here is the code.

wiiqwertyuiop: moved code to pastebin since it was a little big.
Code.

Basically, when you switch the On/Off status, it will change the enemies specified in the ASM file. The problem I'm coming across is if you are in another screen from the one where the enemy is that you want to change, if you switch the On/Off status, it will create two of the alternate enemies.

Perhaps that's hard to understand, let me illustrate with screenshots:



Here's the enemy that changes when I switch On/Off status.



When I switch On/Off, it successfully changes.



However, if I go off screen a little bit and change the On/Off status...



Then it generates two of the alternate enemy.

Note, this doesn't happen if I go very far from the screen with the enemy I want to change, seems like right on the border of the screens.

Any ideas?
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