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Official Hex/ASM/Etc. Help Thread

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Posting here because I'm curious if theres a way to spawn a powerup only after respawning at the midway?

Feel I should mention I have the retry patch inserted
currently working on The Amazingly Randy
Originally posted by XLIXER
Posting here because I'm curious if theres a way to spawn a powerup only after respawning at the midway?

Feel I should mention I have the retry patch inserted

You can place a powerup block under the midway object (so they overlap with the midway taking precedence). This way after getting the midway, the bar won't spawn but instead the block under it will.
Originally posted by KevinM
Originally posted by XLIXER
Posting here because I'm curious if theres a way to spawn a powerup only after respawning at the midway?

Feel I should mention I have the retry patch inserted

You can place a powerup block under the midway object (so they overlap with the midway taking precedence). This way after getting the midway, the bar won't spawn but instead the block under it will.

Sweet thanks! Ill have to change the entrance slightly but that works!
currently working on The Amazingly Randy
Hey everyone! Hopefully I'm posting in the right place. I am refreshing my knowledge on LM after many years, and trying to add some things in. I absolutely cannot get a couple of items to work. I downloaded the Kamek sprite / ASM, as well as the Zombie turtle spite / ASM. I cannot get these to work in LM. The issue seems to be that I no longer have the knowledge to get the config files right, and my ASAR program says the Kamek file has over 20 errors. It says it's good to go on the Zombie sprite, but I'm not seeing it in my sprite list. I'm sure I'm doing something dumb, but cannot figure it out. Thanks in advance.
Originally posted by Koopenstein
Hey everyone! Hopefully I'm posting in the right place. I am refreshing my knowledge on LM after many years, and trying to add some things in. I absolutely cannot get a couple of items to work. I downloaded the Kamek sprite / ASM, as well as the Zombie turtle spite / ASM. I cannot get these to work in LM. The issue seems to be that I no longer have the knowledge to get the config files right, and my ASAR program says the Kamek file has over 20 errors. It says it's good to go on the Zombie sprite, but I'm not seeing it in my sprite list. I'm sure I'm doing something dumb, but cannot figure it out. Thanks in advance.

Those are sprites, so you insert them with a sprite tool like PIXI. Here's a tutorial on how to use it.
Thanks, KevinM! I followed the tutorial and apparently I'm still doing something wrong. For instance, Kamek has the "jumped on" sound effect immediately upon entering the screen, and looks all jumbled up with the football dude's sprite rather than Kamek. I tried to post a screenshot but it isn't working..

I know the sprite has an SP3.bin file, but I'm not sure how to utilize this. The Kamek sprite is correct in the programs, but does not seem to be making it into LM.

Thanks!
Originally posted by Koopenstein
Thanks, KevinM! I followed the tutorial and apparently I'm still doing something wrong. For instance, Kamek has the "jumped on" sound effect immediately upon entering the screen, and looks all jumbled up with the football dude's sprite rather than Kamek. I tried to post a screenshot but it isn't working..

I know the sprite has an SP3.bin file, but I'm not sure how to utilize this. The Kamek sprite is correct in the programs, but does not seem to be making it into LM.

Thanks!

For the graphics, you need to insert the bin file as an ExGFX file with Lunar Magic, then use the GFX for the SP3 slot in the level. If you don't know how to insert ExGFX files here's a tutorial for that.
Got it! Thanks!!
I'm trying to add a falling sound effect for the falling spike using the disassembly but I can't figure out where to insert the sound effect code at and only managed to have it play when it shakes but not when it falls. Does anyone know where I'm supposed to insert the code for it to play the sound when it falls?
Don't eat the sandwich
Originally posted by RollingRigatonis
I'm trying to add a falling sound effect for the falling spike using the disassembly but I can't figure out where to insert the sound effect code at and only managed to have it play when it shakes but not when it falls. Does anyone know where I'm supposed to insert the code for it to play the sound when it falls?

Try changing this part:
Code
LABEL_TWO:          					
    LDA !1540,x
    BNE FREEZE_SPR

to
Code
LABEL_TWO:          					
    LDA !1540,x
    BEQ +
    CMP #$01
    BNE FREEZE_SPR
    <sfx code here>
    BRA FREEZE_SPR
+
Seems to have worked, thanks
Don't eat the sandwich
I started using the on off layer 2 uberASM but im having a hard time getting it to do what I want. (move up fast, down slow) & I know its because I dont really understand the ASM notes, im just inputting random values. So I was hoping someone could help me better understand the LowLimit/HighLimit. Ive also been following the rule 00-7F / 80-FF when changing the speed & acceleration, but have no idea if this is right since there 4 values to change
currently working on The Amazingly Randy
Would anyone happen to know if it would be possible to disable the splash graphic from appearing when you touch the sides of a water block? I'm trying to make a custom water block and it just doesn't look right when touching it from the sides.
Don't eat the sandwich
Okay so I figured out how to disable the splash sprite from appearing for sprites by adding this:
Code
LDA !166E,x
ORA #$40
STA !166E,x

But I'm still having trouble disabling it for when the player touches the block. I've tried multiple things and it just ends up not disabling it or causing the game to crash upon touching the block.
Don't eat the sandwich
Originally posted by RollingRigatonis
Okay so I figured out how to disable the splash sprite from appearing for sprites by adding this:
Code
LDA !166E,x
ORA #$40
STA !166E,x

But I'm still having trouble disabling it for when the player touches the block. I've tried multiple things and it just ends up not disabling it or causing the game to crash upon touching the block.


i dont think its exactly what your looking for but I noticed someone fixed its positioning here
currently working on The Amazingly Randy
Yeah, I was the one who requested that as I found it pretty annoying in the level setups I had. Looking back I should've specified removing the splash from the sides too but I forgot.
Don't eat the sandwich
What makes my "Solid only for Mario" and "Solid Only For Sprites" sometimes work and sometimes not work?

Hi

I've been having this issue for a little while and it's starting to really annoy me.
So classic blocks are "Solid only for Mario" and "Solid Only For Sprites" blocks. Easy to make with Blockreator.
When I went back to Lunar Magic after a few months off, I picked up an old project, with some resources I had (including those blocks). At the time they worked perfectly. When I reopened the project, the blocks didn't work at all (either it was solid for all, or non-solid for all).
I remade them.
2 weeks ago I stopped romhacking. Went back yesterday. First thing I did was play some levels to get back into it. And my blocks don't work anymore... Nothing happened in 2 weeks, I didn't even open the folder.
I just don't understand what's happening.

That block acting as 130 for example worked perfectly:
Code
db $37

JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH
JMP Cape : JMP Fireball
JMP MarioCorner : JMP MarioBody : JMP MarioHead
JMP WallFeet : JMP WallBody

MarioBelow:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
MarioAbove:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00	
MarioSide:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00	
SpriteV:
SpriteH:
Cape:
Fireball:
MarioCorner:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00
MarioBody:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
MarioHead:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
WallFeet:
WallBody:
RTL

print "Only Mario can pass"

Not saying it's optimized or anything, but it worked so I was happy with it. Now sprites go through it as well. It's so frustrating because I have NO idea what's happening.

So I picked up a code found on an old thread, didn't work better (I mean, better, but still not as intended)

Any idea?
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
VLDC12 - 72HoKaizo#1
Hello everyone! I am having a major annoyance with ASAR. No matter what I try to apply (clean rom or current hack), I get the message below. For reference, this is for Wart, https://www.smwcentral.net/?p=section&a=details&id=3656. Any ideas?

wart.asm:31 (called from wart.asm:31): error: (E5094): Macro 'SubHorzPos' wasn't found. [%SubHorzPos()]
wart.asm:32 (called from wart.asm:31): warning: (W1008): Missing org or freespace command. [TYA]
wart.asm:33 (called from wart.asm:31): error: (E5088): Define '157C' wasn't found.
wart.asm:43 (called from wart.asm:31): error: (E5088): Define '1528' wasn't found.
wart.asm:53 (called from wart.asm:31): error: (E5088): Define 'Base2' wasn't found.
wart.asm:55 (called from wart.asm:31): error: (E5088): Define '14C8' wasn't found.
wart.asm:60 (called from wart.asm:31): error: (E5088): Define '14D4' wasn't found.
wart.asm:62 (called from wart.asm:31): error: (E5088): Define 'D8' wasn't found.
wart.asm:76 (called from wart.asm:31): error: (E5088): Define 'Base2' wasn't found.
wart.asm:78 (called from wart.asm:31): error: (E5088): Define '14C8' wasn't found.
wart.asm:83 (called from wart.asm:31): error: (E5088): Define 'AA' wasn't found.
wart.asm:87 (called from wart.asm:31): error: (E5088): Define 'AA' wasn't found.
wart.asm:88 (called from wart.asm:31): error: (E5088): Define 'BankB' wasn't found.
wart.asm:90 (called from wart.asm:31): error: (E5088): Define '14D4' wasn't found.
wart.asm:92 (called from wart.asm:31): error: (E5088): Define 'D8' wasn't found.
wart.asm:101 (called from wart.asm:31): error: (E5088): Define '9E' wasn't found.
wart.asm:102 (called from wart.asm:31): error: (E5088): Define '14C8' wasn't found.
wart.asm:103 (called from wart.asm:31): error: (E5088): Define '7FAB9E' wasn't found.
wart.asm:104 (called from wart.asm:31): error: (E5088): Define '7FAB10' wasn't found.
wart.asm:119 (called from wart.asm:119): error: (E5094): Macro 'ChangeMap16' wasn't found. [%ChangeMap16()]
wart.asm:125 (called from wart.asm:125): error: (E5094): Macro 'ChangeMap16' wasn't found. [%ChangeMap16()]
wart.asm:128 (called from wart.asm:125): error: (E5088): Define 'E4' wasn't found.
wart.asm:128 (called from wart.asm:125): error: (E5001): Over 20 errors detected. Aborting.
A fatal error was detected while assembling the patch. Assembling aborted. Your ROM has not been modified.
Originally posted by Koopenstein
Hello everyone! I am having a major annoyance with ASAR. No matter what I try to apply (clean rom or current hack), I get the message below. For reference, this is for Wart, https://www.smwcentral.net/?p=section&a=details&id=3656. Any ideas?

wart.asm:31 (called from wart.asm:31): error: (E5094): Macro 'SubHorzPos' wasn't found. [%SubHorzPos()]
wart.asm:32 (called from wart.asm:31): warning: (W1008): Missing org or freespace command. [TYA]
wart.asm:33 (called from wart.asm:31): error: (E5088): Define '157C' wasn't found.
wart.asm:43 (called from wart.asm:31): error: (E5088): Define '1528' wasn't found.
wart.asm:53 (called from wart.asm:31): error: (E5088): Define 'Base2' wasn't found.
wart.asm:55 (called from wart.asm:31): error: (E5088): Define '14C8' wasn't found.
wart.asm:60 (called from wart.asm:31): error: (E5088): Define '14D4' wasn't found.
wart.asm:62 (called from wart.asm:31): error: (E5088): Define 'D8' wasn't found.
wart.asm:76 (called from wart.asm:31): error: (E5088): Define 'Base2' wasn't found.
wart.asm:78 (called from wart.asm:31): error: (E5088): Define '14C8' wasn't found.
wart.asm:83 (called from wart.asm:31): error: (E5088): Define 'AA' wasn't found.
wart.asm:87 (called from wart.asm:31): error: (E5088): Define 'AA' wasn't found.
wart.asm:88 (called from wart.asm:31): error: (E5088): Define 'BankB' wasn't found.
wart.asm:90 (called from wart.asm:31): error: (E5088): Define '14D4' wasn't found.
wart.asm:92 (called from wart.asm:31): error: (E5088): Define 'D8' wasn't found.
wart.asm:101 (called from wart.asm:31): error: (E5088): Define '9E' wasn't found.
wart.asm:102 (called from wart.asm:31): error: (E5088): Define '14C8' wasn't found.
wart.asm:103 (called from wart.asm:31): error: (E5088): Define '7FAB9E' wasn't found.
wart.asm:104 (called from wart.asm:31): error: (E5088): Define '7FAB10' wasn't found.
wart.asm:119 (called from wart.asm:119): error: (E5094): Macro 'ChangeMap16' wasn't found. [%ChangeMap16()]
wart.asm:125 (called from wart.asm:125): error: (E5094): Macro 'ChangeMap16' wasn't found. [%ChangeMap16()]
wart.asm:128 (called from wart.asm:125): error: (E5088): Define 'E4' wasn't found.
wart.asm:128 (called from wart.asm:125): error: (E5001): Over 20 errors detected. Aborting.
A fatal error was detected while assembling the patch. Assembling aborted. Your ROM has not been modified.

That's a sprite, so you need to use a sprite tool like PIXI to insert it.
Thanks Kevin! So, I have inserted the sprites with PIXI already. The package comes with .cfg and .asm files. Essentially, without the ASM application, it looks like the boss functionality is inactive (throwing things doesn’t hurt Wart, neither does jumping on him). It appears to be coded into the .asm for Wart and the veggie generator. The errors above make it look like I need to edit the coding, but it seems complete to me. Am I just overthinking this? Thanks!
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