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Ask anything about SMW Hacking - 2019 Edition

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I tried playing with the platforms a bit and it seems that they still try to spawn as if it's a horizontal level, meaning they can only actually spawn on screens 00 or 01 (with a reflection of their LM position across y=x). I can't find a disassembly, though, so you'd have to search all.log for the offending line of code.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
There is no disassembly because it's a "run-once" sprite, a type that Romi's Sprite Tool does not support. (Tessera does, but...) Its code runs from $02AF33 (Load3Platforms: in all.log) to $02AF86, or $02AF2D-$02AF86 if you count a couple of tables. The code you want is from $02AF59 to $02AF6A. I haven't tested it, but this (as an Asar patch) should work:

Code
lorom

org $02AF59
	JML Set3PlatPosition

freedata

Set3PlatPosition:
	LDA $5B
	LSR
	BCS .Vert
	LDA $00
	STA $E4,x
	JML $02AF5D
.Vert
	LDA $00
	STA $D8,x
	LDA $01
	STA $14D4,x
	LDA $08
	STA $E4,x
	LDA $09
	STA $14E0,x
	JML $02AF6B


----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
It works! Thank :D

Asar gave me a warning (line 6: this freespace seems to be leaked, or something), I'm not sure if this was expected. Anyways, didn't get any problems yet, so you might as well submit it to the patches section as a fix, since it's useful.
It's easily the best thing I've done
So why the empty numb?
Fix the warning first. Stick an 'autoclean' in front of that JML.
<blm> zsnes users are the flatearthers of emulation
I'm working on a level using Level Mode 01 (Horizontal Layer 2 without Layer 2 Interaction). Problem is, Layer 3 is rendered in front of Layer 2 in this mode. Is there a vanilla way (i. e. without LevelASM or other tools outside of Lunar Magic) to fix this? I also don't want to switch to Level Mode 02.
Layer 3 is always rendered by default in front of layer 2 because layer 3 is on the same screen as layer 1 and sprites (the 'mainscreen') while while layer 2 is rendered by default on the 'subscreen' (which is always behind the mainscreen making layer has less priority on SMW). However, on a layer 2 level (regardless if you can or can't interact with it), layer 2 is rendered on the mainscreen too making it get a higher priority then layer 3. Only exception is if layer 3 get some priority. On #lm{props} you can do that by checking the first... 'thing'. Just keep in mind that layer 3 is now rendered in front to layer 1 too as it has the highest priority (even higher then some sprites like the flying turn blocks which usually have the higherst priority).

tl;dr: Check the first 'thing' on #lm{props}, it also goes in front of everything else, though.
Originally posted by MarioFanGamer
However, on a layer 2 level (regardless if you can or can't interact with it), layer 2 is rendered on the mainscreen too making it get a higher priority then layer 3. Only exception is if layer 3 get some priority.


Apparently it does matter if you have interact on.
In Level Mode 1 (No Layer 2 Interact), the priorities go like this: (from highest to least) Layer 1 > Layer 3 > Layer 2.
In Level Mode 2 (Layer 2 Interact), it goes like this: Layer 1 > Layer 2 > Layer 3 (which is what I want. However, I don't want interact on)

Oh, and in this case, it doesn't matter if the first box in #lm{props} is checked because I'm using the castle windows, which aren't affected by that checkbox.
Understood (I also didn't know of it untill now). Then there is just one thing to (except for level mode 2 but you don't want it): You can move layer 3 to the subscreen just where layer 2 by #lm{props} is at the cost that the status bar goes behind of layer 1 and sprites (layer 3 priority is at the status bar enabled by default but the status bar still relies the screen where it is).
I suppose that's what I'll do, then. Thanks for your help.
I'm using sprite command E8, Auto scroll special 2A. During certain areas of the level, there are garbage tiles. I got my layer 1/2 scrolling rate H and V set to none. Not sure what else to do.
Hi, I'm new and I need help. I have no idea exactly what I'm doing, but I when I try to download a game file, unzip it and load the ISP into ZMZ, it won't play. What do I need to do to get this to work?

I love Super Mario World and it looks like you guys may have some pretty fun games here!
Welcome to the site. You'll need a headered, US ROM and you'll need to patch the IPS to it with Floating IPS before you can play it.

(also, you'll need to find one yourself since we don't distribute ROMs or the names of ROM sites. If you can only find .sfc files, add 512 bytes to the beginning of the ROM with a hex editor and rename to .smc.)
Originally posted by MercuryPenny
If you can only find .sfc files, add 512 bytes to the beginning of the ROM with a hex editor and rename to .smc.

Bad advice. Most ROM sites offer SFCs renamed to SMC these days, and recommending hex editors to beginners is generally not a wise move.

Better idea: Once you've found an US v1.0 ROM, run it through this and it'll set it up for being used around here.
<blm> zsnes users are the flatearthers of emulation
The "Separate Luigi Graphics v2.2" patch does not seem to work. It's downloaded from here (Asar link): http://floating.muncher.se/asar.php. I also tried it downloaded from SMWCentral, but same results.

Even when asar says it's patched successfully, ZSNES can't run it. The rom is clean, and expanded. I can open it no problem with LM, but it crashes on the internal emulator as well with an error code of 636.

Any advice?
so i have a rly weird small issue. some tiles i made and set to have priority on for, don't have priority turned on in one area? in the main level i tried just pasting them all in sequence and the priority worked, but for some reason in the sublevel it didn't. any ideas why this might be? it's a vertical sublevel, don't know if that makes any difference.


Priority, by default, doesn't work in vertical levels. Someone threw out some small hex edits to fix it, let me see if I can find it.

EDIT: http://smwc.me/1189590
How would I create a gradient ala the red/yellow glow in the OW pallete editor, or is it hardcoded and I have to do ASM work?
thx to e r i k for layout
In a level or on the overworld? If you're talking about the overworld, for some reason it's not in Lunar Magic so you'll need a patch for that. There is one, but I've heard it's buggy so use at your own risk.
EDIT: was sort of talking about making custom glowing palletes, does this allow me to do that
thx to e r i k for layout
Dunno if the patch allows you to do that on the OW, but in levels you can just make custom palette animation
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