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... that helps

what do you mean then?
Yoshiatom's Post
To be more sepsific,, I want to use the layer 3 fog in a layer 2 interactible level. but I want the fog to be black, and that doesn't seem to work. Although it will work if the level mode has a dark BG, but there isn't one for a layer 2 level that can be interacted with. Alcaro told me on the IRC that disabling transparncy would work.
Sorry that I'm direct to the point, but hopefully you can help me now I've given you more details.

Layout by Koopster!

<DeputyBS> I knew it
<DeputyBS> alcarobot is taking over the world through his truck dealership franchise
The problem is SMW's default code makes the fog layer 3 BG transparent via CGADSUB. I'm pretty sure LM's internal level mode selector doesn't support disabling this but you can try this bit of code in uberasm/levelasm:
Code
LDA #$04
TRB $40	; make layer 3 non affected by CGADSUB

That should fix it.

Give Mario some love?~
Originally posted by JackTheSpades
Maybe a patch overwrote it, or you accedantly used the wrong address for a hex-edit.
You could try patching this here, it should restore the hatch-routine in case you edited it somehow. Again, if a patch edited this, it might make the patch ineffective or crash the game, so make a backup.

Code
header
lorom

ORG $01EC04

CODE_01EC04:        LDA $187A       
CODE_01EC07:        BEQ CODE_01EC0E           
CODE_01EC09:        LDA $1419
CODE_01EC0C:        BNE CODE_01EC61           
CODE_01EC0E:        LDA $18DE               
CODE_01EC11:        BNE CODE_01EC61           
CODE_01EC13:        LDA $18E8               
CODE_01EC16:        BEQ CODE_01EC4C           
CODE_01EC18:        DEC $18E8               
CODE_01EC1B:        STA $9D     
CODE_01EC1D:        STA $13FB               
CODE_01EC20:        CMP #$01                
CODE_01EC22:        BNE CODE_01EC40           
CODE_01EC24:        STZ $9D     
CODE_01EC26:        STZ $13FB               
CODE_01EC29:        LDY $0DB3               
CODE_01EC2C:        LDA $1F11,Y             
CODE_01EC2F:        DEC A                     
CODE_01EC30:        ORA $0EF8               
CODE_01EC33:        ORA $0109               
CODE_01EC36:        BNE CODE_01EC40           
CODE_01EC38:        INC $0EF8               
CODE_01EC3B:        LDA #$03                
CODE_01EC3D:        STA $1426               
CODE_01EC40:        DEC A                     
CODE_01EC41:        LSR                       
CODE_01EC42:        LSR                       
CODE_01EC43:        LSR                       
CODE_01EC44:        TAY                       
CODE_01EC45:        LDA $EBC2,Y
CODE_01EC48:        STA $1602,X
Return01EC4B:       RTS 

ORG $01EC61
CODE_01EC61:

The patch has an error somewhere, unless I wasn't supposed to save it as .asm or in ANSI format.



EDIT: I retraced all my hex edits and couldn't replicate it, so it's possible it's a bug in Lunar Magic. If anyone wants to have a look at it, here you go. It's a mostly-finished bad-on-purpose joke hack I'm working on as a side project. Mostly finished, I just need to mess around with the graphics and audio, for example, add distortion guitars.

--------------------
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Ok, sorry. Forgot a label there. You could try again with this one.
(This time, I tried inserting it and it worked, so it hopfully no problems there :P)

Code
header
lorom

ORG $01EC04

CODE_01EC04:        LDA $187A       
CODE_01EC07:        BEQ CODE_01EC0E           
CODE_01EC09:        LDA $1419
CODE_01EC0C:        BNE CODE_01EC61           
CODE_01EC0E:        LDA $18DE               
CODE_01EC11:        BNE CODE_01EC61           
CODE_01EC13:        LDA $18E8               
CODE_01EC16:        BEQ CODE_01EC4C           
CODE_01EC18:        DEC $18E8               
CODE_01EC1B:        STA $9D     
CODE_01EC1D:        STA $13FB               
CODE_01EC20:        CMP #$01                
CODE_01EC22:        BNE CODE_01EC40           
CODE_01EC24:        STZ $9D     
CODE_01EC26:        STZ $13FB               
CODE_01EC29:        LDY $0DB3               
CODE_01EC2C:        LDA $1F11,Y             
CODE_01EC2F:        DEC A                     
CODE_01EC30:        ORA $0EF8               
CODE_01EC33:        ORA $0109               
CODE_01EC36:        BNE CODE_01EC40           
CODE_01EC38:        INC $0EF8               
CODE_01EC3B:        LDA #$03                
CODE_01EC3D:        STA $1426               
CODE_01EC40:        DEC A                     
CODE_01EC41:        LSR                       
CODE_01EC42:        LSR                       
CODE_01EC43:        LSR                       
CODE_01EC44:        TAY                       
CODE_01EC45:        LDA $EBC2,Y
CODE_01EC48:        STA $1602,X
Return01EC4B:       RTS 

ORG $01EC4C
CODE_01EC4C:

ORG $01EC61
CODE_01EC61:


--------------------
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
Didn't do anything...

--------------------
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Then I'm officially out of idea :(
Sorry about that.

--------------------
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
LM probably screwed something up while saving. Someone with more ASM knowledge than me should download the IPS I linked to in a previous post and see what's up with the game when it runs the code that spawns Yoshi from a ? block.

--------------------
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
What's the keyboard command for z-order?
Mouse wheel, or - or =.
(Those keyboard shortcuts are clearly optimized for US keyboard layout; depending on where you live, you may need to hit Shift to access some of those keys.)

--------------------
<blm> zsnes users are the flatearthers of emulation


Alright#smw{-_-2} which one of the palette rows in #lm{pal} is supposed to apply to the HUD?

These colours on the ends of rows 0 and 1.

--------------------
Usually inactive/procrastinating on a hack idea.
Holy crap GloriousWater! Where did you get that image? It's so accurate.
It's in this thread, in the SMW Data Repository.
Not enough people use it in my opinion.

--------------------
Usually inactive/procrastinating on a hack idea.
I have a transparent waterfall effect that I want to put a donut bridge behind:



However, after I drag the waterfall over the bridge in lunar magic and test my ROM, the donut bridge isn't there, and mario just falls and dies. How do I fix this?
put bridge on layer 2, keep waterfall on layer 1
Do background HDMA scrolling effects only work on ExGFX tiled inside of #lm{bg}?
hdma can work on anything except sprites (with extreme hax it can prolly work with sprites)

however, its a bad idea to use it on layer 1, so you're limited to layers 2 and 3 in non-level modes.

so to answer your question: yes, and layer 3
Originally posted by MonkeyMan
Do background HDMA scrolling effects only work on ExGFX tiled inside of #lm{bg}?


Originally posted by Ladida
so to answer your question: yes, and layer 3


Correct me if I'm wrong, but I think you forgot the actual question while answering...
Even if you said "anything" in the beginning ^^. But just to be sure, let me say it again:
It doesn't matter whether or not it's ExGFX!

--------------------
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
With lunar magic open, I reopened the my ROM (the same ROM that is already opened), and everything for the current level garbled up:



My ROM also appears to be ignoring my #lm{insexgfx} clicking and won't insert my updated ExGFX85.bin file in slot FG2. What could be causing this behavior?
Pages: « 1 2143 144 145 146 147285 286 » Link
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