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Official Hex/ASM/Etc. Help Thread

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That code isn't all correct. For starters, you want to use a sprite table which sets the direction in which the platform is moving. This is the index to the acceleration and max speed table. You then use a timer, for how long the platform is not accellerating. Once the timer runs out, you change the platform's direction and set the timer again.

You can take a look at the Checkerplatform Disassembly on how it handles the speed.
Is there a way to make sprites positioned above each other much like in YUMP 2 (i.e. a stationary magic sprite on top of a shell)? I tried to look in the RAM map, to no avail. Is that a case of modifying the sprite's disassembly?
Originally posted by Katerpie
Is there a way to make sprites positioned above each other much like in YUMP 2 (i.e. a stationary magic sprite on top of a shell)? I tried to look in the RAM map, to no avail. Is that a case of modifying the sprite's disassembly?


IDK if it's on SMWC but dtothefourth made the asm for it
That's what I needed. Thanks, man!
I need some help on how to make the scroll only only to right, meaning Mario CAN'T go the the left. Here's some code:

Not sure if this works. If I test it, the scrolling works very weird.
I'm looking for some code that makes layer 3 water move like this. Any help?
Is there any documentation for what goes on in the $819xxx range?
I'm having some kind of error related to $819164 and $819382. they both seem to have something to do with layer 2 scrolling. I cant find any information on when this code is run and why.
Originally posted by jesus
Is there any documentation for what goes on in the $819xxx range?
I'm having some kind of error related to $819164 and $819382. they both seem to have something to do with layer 2 scrolling. I cant find any information on when this code is run and why.

$819614 is most likely $019614 and the rom map says it's unused data.
$819382 doesn't make sense given that it's in the middle of an instruction.
Originally posted by Atari2.0
Originally posted by jesus
Is there any documentation for what goes on in the $819xxx range?
I'm having some kind of error related to $819164 and $819382. they both seem to have something to do with layer 2 scrolling. I cant find any information on when this code is run and why.

$819614 is most likely $019614 and the rom map says it's unused data.
$819382 doesn't make sense given that it's in the middle of an instruction.


8193A2, excuse me for the typo!
Originally posted by jesus
Originally posted by Atari2.0
Originally posted by jesus
Is there any documentation for what goes on in the $819xxx range?
I'm having some kind of error related to $819164 and $819382. they both seem to have something to do with layer 2 scrolling. I cant find any information on when this code is run and why.

$819614 is most likely $019614 and the rom map says it's unused data.
$819382 doesn't make sense given that it's in the middle of an instruction.


8193A2, excuse me for the typo!

It's really hard to help you without any other information, It'd really help if you gave like what's giving you those addresses, also it would help if you could send all the hex values that you can get from $0195FC (or $8195FC) to $01961C ($81961C)
Originally posted by Atari2.0
Originally posted by jesus
Originally posted by Atari2.0
Originally posted by jesus
Is there any documentation for what goes on in the $819xxx range?
I'm having some kind of error related to $819164 and $819382. they both seem to have something to do with layer 2 scrolling. I cant find any information on when this code is run and why.

$819614 is most likely $019614 and the rom map says it's unused data.
$819382 doesn't make sense given that it's in the middle of an instruction.


8193A2, excuse me for the typo!

It's really hard to help you without any other information, It'd really help if you gave like what's giving you those addresses, also it would help if you could send all the hex values that you can get from $0195FC (or $8195FC) to $01961C ($81961C)


sure thing. i was just typing out a tracelog

e: i solved it, thanks for the help! the 80000+ thing was the piece of info i needed.

one day i will be able to explain how ridiculous the thing is.
Does anyone have some idea on how to patch SMB3 Koopa Patch features on the Koopas + Shells + Disco Shell if possible? I would appreciate the help, I'm surprised no one bothered with it!
Originally posted by Hamtaro126
Does anyone have some idea on how to patch SMB3 Koopa Patch features on the Koopas + Shells + Disco Shell if possible? I would appreciate the help, I'm surprised no one bothered with it!

Use this variation: Download (I put the smb3 patch defines in the asm file).
Would anyone know how to make this Following Grnder sprite not disappear behind bushes and ledges?
Originally posted by Golden Yoshi
Would anyone know how to make this Following Grnder sprite not disappear behind bushes and ledges?

Find this line:
Code
CODE_01DBC3:                      LDA PropertyInfo,X 		;\      

And on a line underneath, add "ORA $64" (no quotation marks).
Keep in mind though that it will also make the grinder appear in front of the ground, as this is the same layer as bushes, ledges etc.
Thanks, that worked.
One more question, I'm trying to insert a couple sprites through Pixi, the Carryable Sprite Killer and X/Y Position Locked Sprite, but when I do so I get an error in Pixi "error (E5088): Define 'addr' was not found." Not sure what I'm doing wrong here. Does it have something to do with the routines folder that came with Pixi? I've extracted that folder to my main ROM hacking folder and also tried placing it directly in my sprites folder but that didn't seem to help.
Originally posted by Golden Yoshi
One more question, I'm trying to insert a couple sprites through Pixi, the Carryable Sprite Killer and X/Y Position Locked Sprite, but when I do so I get an error in Pixi "error (E5088): Define 'addr' was not found." Not sure what I'm doing wrong here. Does it have something to do with the routines folder that came with Pixi? I've extracted that folder to my main ROM hacking folder and also tried placing it directly in my sprites folder but that didn't seem to help.

That define was added in a more recent version of the tool (1.2.10 I think), so you just need to use the most recent version.
Originally posted by KevinM
Originally posted by Golden Yoshi
One more question, I'm trying to insert a couple sprites through Pixi, the Carryable Sprite Killer and X/Y Position Locked Sprite, but when I do so I get an error in Pixi "error (E5088): Define 'addr' was not found." Not sure what I'm doing wrong here. Does it have something to do with the routines folder that came with Pixi? I've extracted that folder to my main ROM hacking folder and also tried placing it directly in my sprites folder but that didn't seem to help.

That define was added in a more recent version of the tool (1.2.10 I think), so you just need to use the most recent version.


Ah yes that was it, thank you. #smw{:TUP:}
Hey there! Is there any ram addresses or anything that will indicate that a song has finished or about to loop for AddmusicK? Such as like the current time of the song, or something like that? I wanted to create asm that would change the music as soon as the song ends/loops. I hope that could explain it okay!
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