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Ask anything about SMW Hacking - 2019 Edition

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I'm having some trouble with the 8BPP Intro patch. I followed all of the directions in the readme, but it still messes up and gives me this:



Is there something in one of the required patches that needs to be configured that wasn't mentioned in the readme?
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.

I would try to set it to a different RAM address.. Never really looked at the patch myself, but that's what the problem usually looks like.
Layout by LDA during C3.
Oooh, another question, which GFX file is Mr. Chuck guy thing?
GFX13. Refer to this document for locating any other graphics.
How can I change what happens when you collect 100 coins?
Im trying to make it so the level ends but i cant find what codes i need for the 100 coins bit.. :/
Try messing up $008F2F.
<blm> zsnes users are the flatearthers of emulation
Originally posted by Alcaro
Try messing up $008F2F.

I dont understand what you mean. #w{=(}

I got this codes though which i but into another patch but when patched I always have 1 coin..

Code
	STA $0DBF
	LDA $0DBF		;load coin counter 
	CMP #64			;If 100
	BCS coins		;Goto coins
	JMP continue		;if not goto continue
	coins:
	LDA #$FF	;course clear
	STA $1493	;mode
	continue:
You would probably need to make a patch that hijacks the 'get coin' routine at $$008F2F and make the level end once you have 100 coins. The code looks alright apart from the STA $0DBF which is redundant and the CMP #64 (shouldn't that be CMP #$64?).
Thanks, that fixed it! I forget to add that $ :<
Only problem is the tenth number is missing..


[Xkas] SM64 style health bar (is where I put that code)
[Xkas] Bigger Coin Counter (so I can have a 100 coin value and without a 1-up)

Why would the tenth be missing?
Didn't that bug already get fixed a long time ago when you made a thread about it in Advanced SMW Hacking? Or is this unrelated? I think you'll have to patch the SM64 health patch first and then the coin patch (or vice versa, I don't remember) for it to work. Not sure if it'll fix the problem but it's worth a try.
Yeah I had a look through that, but that didnt fix it.
And patching coins second disables the sm64 one.
I have to patch sm64 last or it wont work :/
Ugh.. I guess the problem is with both patches hijacking the get coin routine. You'll have to shift all of the code over to one patch otherwise it's bound to fail. :\
Ah damn, I suck at combining patched ;/
I'll give it a go thanks :)

EDIT:
Well it works WITHOUT the coin patch, it goes to A9 though.
So I just simply told it to take away 1 coin when 100 is collected, it works and you do see A9 for a split second but its the best i can do right now.

Thanks for the help :)

EDIT2:
new question

How would I edit the postion of coins/timer etc. in the Status Bar WITHOUT using the tools in the tools section as they break my ROM?
Is it possible to combine a FG palette and a BG palette? I'm trying to insert a custom BG with a custom FG together.
I Like to eat cake and pies that are not lies

Originally posted by SuperKirbyGalaxy
Is it possible to combine a FG palette and a BG palette? I'm trying to insert a custom BG with a custom FG together.


Insert the FG and palette to one level. Then, insert the BG and palette to another level, copy the colors of one palette to the other. You can do this by clicking on the color, and clicking "Add to custom colors." Then click on the slot that the color was on in the other palette, then choose your custom color. Remember, sometimes the BG and FG will use the same palette. You can change the palette of the FG or BG, and paste the new colors there. Although, it is usually MUCH quicker and easier to change the FG's palette, just trust me on this.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Hey, I am building an auto-scrolling (AKA layer 2 falling) level with animating items (ex. coins, turnblocks) but the animations occassionally glitch up, or in terms of coins won't dissappear, but still register as no longer there. Is it possible to fix this?
So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


Originally posted by steeledminer
Hey, I am building an auto-scrolling (AKA layer 2 falling) level with animating items (ex. coins, turnblocks) but the animations occassionally glitch up, or in terms of coins won't dissappear, but still register as no longer there. Is it possible to fix this?

If you collect coins before they come into view, that glitch will happen.

The reason is because the game disables their graphics from being shown when off-screen (when they're already disabled anyway), and then it enables their graphics when they come into view, making it look like there's still coins.

I would suggest doing something to prevent players from going above the screen.


Originally posted by iRhyiku
How would I edit the postion of coins/timer etc. in the Status Bar WITHOUT using the tools in the tools section as they break my ROM?

It's pretty difficult to do I think, but take a look at the top 15 or so addresses on the ROM map page. They have to do with status bar tile stuff.
Currently working on a website that lists Minecraft Servers... if you have any suggestions for my Minecraft server list, let me know.
Originally posted by smwExpert
Originally posted by steeledminer
Hey, I am building an auto-scrolling (AKA layer 2 falling) level with animating items (ex. coins, turnblocks) but the animations occassionally glitch up, or in terms of coins won't dissappear, but still register as no longer there. Is it possible to fix this?

If you collect coins before they come into view, that glitch will happen.

The reason is because the game disables their graphics from being shown when off-screen (when they're already disabled anyway), and then it enables their graphics when they come into view, making it look like there's still coins.

I would suggest doing something to prevent players from going above the screen.



The funny part is... these animations barely ever glitch when off screen (say I get a coin while it is just off screen, it still works). It only happens around 50% of the time when the items are on screen. Which is wierd.
So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


I think the glitch won't happen if they're not far enough off screen.
Currently working on a website that lists Minecraft Servers... if you have any suggestions for my Minecraft server list, let me know.
Originally posted by smwExpert

Originally posted by iRhyiku
How would I edit the postion of coins/timer etc. in the Status Bar WITHOUT using the tools in the tools section as they break my ROM?

It's pretty difficult to do I think, but take a look at the top 15 or so addresses on the ROM map page. They have to do with status bar tile stuff.


I thought that changed the tiles of the status bar, not the counters (i think thats what they are called)
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