Tip: If you place a moon, midpoint, or dragon coin through Map16, it will always respawn whenever you reenter that sublevel. It will not respawn if you add it through the Add Objects/Extended Objects window.
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).
My savior! This is exactly what I needed, and it works like a charm. Thank you so much KevinM!
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?
Yes, the format is "org $XXXXXX : db $YY", where $XXXXXX is the address you want to modify, and $YY what (8 bit) value to insert. If you have multiple values to insert at an address, use "db $YY,$ZZ,...". You can also insert 16 bit values with "dw $YYYY" or 24 bit values with "dl $YYYYYY". Then the asm file needs to be patched with Asar as you said.
Hey there. I need help regarding MFG's scroll HDMA kit and Kaizoman's SMB scroll. I tried to merge those into an .asm file. The thing is that the level does work, but it won't stop scrolling to the left at all. It does stop scrolling to the right. Just to know, the ScrollHDNA.asm and SMBScroll.asn are in the library folder and the .asm file that has the HDMA code and the code that jumps to the SMBScroll code in the level folder.
Here's the whole code:
I think the HDMA code should be in the level folder and SMB scroll in the library.
Also, I have a question of my own: I can't find a way to detect if the intro messsage is running or not. Does someone know how to do it?
Originally posted by RAM map
Timer to used for multiple purposes:
- How long a particular input during the intro sequence will remain pressed.
- How long the Nintendo Presents screen will remain active.
- How long a Switch Palace message will remain active.
- How long the player has to wait before he can dismiss the intro message.
Bench-kun, thanks for the input, but I have solved my problem already.
I originally tried using the RAM address you supplied but that didn't work because it didn't account for the time for the 38 or so frames the player was in the level without the message on-screen (I should have worded that better...).
I just ended up coding a check for level C5 instead.