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Is there a way to change player sprites on a per-level basis?
How can I remove cape flight?
Hi, I'm a signature!
Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
Originally posted by M A R I O W O R L D
How can I remove cape flight?

just do this
Code
STZ $149F

every frame
If you want to disable cape flight on the whole, just use this patch:
Code
org $00D66F
db $80


--------------------
Okay, my layout looks ugly.
Is it possible to use player ExGFX with Ladida's 32x32 Character Tilemap patch? I decided I want to make a hack with multiple playable characters each with their own levels, but when I use the patch, the player graphics are no longer stored in GFX32 and I don't see how I can replace them with ExGFX.
Sorry for asking such a noob question, but where in the RAM is the current level number stored? Not the one that was originally entered, but the one the current player is in. I don't really understand how 010B keeps this...
Originally posted by OneOf99
Sorry for asking such a noob question, but where in the RAM is the current level number stored? Not the one that was originally entered, but the one the current player is in. I don't really understand how 010B keeps this...

Just go into 16-bit mode and load $010B.
So I loaded the value of 010B into the coin amount in level 105, but the coin count changed to 85. So the level number must be stored some other way, since 105-100 should've been 5 (even if it was in hex, 105 to dec is 261 so that doesn't work either). Can someone explain this to me?
Are you sure you have the levelnum patch installed?
Code
!level	= $010B	;Patches rely on this, changing this is bad. Don't.

ORG $05D8B7
	BRA +
	NOP #3		;the levelnum patch goes here in many ROMs, just skip over it
+
	REP #$30
	LDA $0E		
	STA !level
	ASL		
	CLC		
	ADC $0E		
	TAY		
	LDA.w $E000,Y
	STA $65		
	LDA.w $E001,Y
	STA $66		
	LDA.w $E600,Y
	STA $68		
	LDA.w $E601,Y
	STA $69		
	BRA +
ORG $05D8E0
	+

Also you're going to overwrite 0DE0 if you try to write on 16-bit. Just try loading the low byte of 010B on 8-bit mode into the coin count, if it's 05 then you did it right.

--------------------
I'm sure I'll find it
2 YY-CHR Questions:

(Since it´s discussed in VLDCX-thread i have following question)
1.) How can i "overlap" two tiles using YY-CHR as seen in the following picture ((the example seen right of the "MERGE") I mean i could "re-pixel" the vine while the cement block is my "background" but this may be quite inaccurate and i´m sure there must me a more convenient way):





2.) My YY-CHR isn´t a big help since almost every text is replaced by "????????" or some other cryptic signs. If anyone knows how i can fix that or where i can find an english version of YY-CHR i´d appreciate this.




Thanks in advance

--------------------
Sorry, but YY-CHR doesn't handle something like "paste on top of existing tiles". You'l have to redraw the "foreground" tile over the "background" one yourself. As for your program problem...
1) Place this file in the same folder as the .exe file.
2) Replace the xxx by your system locale extension (case-sensitive):
Code
------------------------------------------------
Primary                             Language    
language    Sublanguage             string      
------------------------------------------------
Chinese     Chinese (simplified)    "chs"       
Chinese     Chinese (traditional)   "cht"       
Czech       Czech                   "csy"       
Danish      Danish                  "dan"       
Dutch       Dutch   (default)       "nld"       
Dutch       Dutch   (Belgium)       "nlb"       
English     English (Australia)     "ena"       
English     English (Canada)        "enc"       
English     English (New Zealand)   "enz"       
English     English (United Kingdom)"ENG"       
English     English (United States) "ENU"       
Finnish     Finnish                 "fin"       
French      French (default)        "FRA"       
French      French (Belgium)        "frb"       
French      French (Canada)         "frc"       
French      French (Switzerland)    "frs"       
German      German (default)        "deu"       
German      German (Austria)        "dea"       
German      German (Switzerland)    "des"       
Greek       Greek                   "ell"       
Hungarian   Hungarian               "hun"       
Icelandic   Icelandic               "isl"       
Italian     Italian (default)       "ita"       
Italian     Italian (Switzerland)   "its"       
Japanese    Japanese                "JPN"       
Korean      Korean                  "kor"       
Norwegian   Norwegian (Bokmal)      "nor"       
Norwegian   Norwegian (Nynorsk)     "non"       
Polish      Polish                  "plk"       
Portuguese  Portuguese (default)    "ptg"       
Portuguese  Portuguese (Brazil)     "ptb"       
Russian     Russian (default)       "rus"       
Slovak      Slovak                  "sky"       
Spanish     Spanish (default)       "esp"       
Spanish     Spanish (Mexico)        "esm"       
Spanish     Spanish (Modern)        "esn"       
Swedish     Swedish                 "sve"       
Turkish     Turkish                 "trk"       
------------------------------------------------
or romhacking.net has a english version

as for my question, how do i add echo to sfx in a level?
Hi, I'm a signature!
Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
Code
LDA #$06
STA $1DFA

In UberASM levelinit

--------------------
I'm sure I'll find it
I'm quite new and would like to know how to get a thwomp into my level because it doesn't show up on my sprites list.
It's tileset specific, change the dropdown.

Note that you need to replace the graphics somehow, or it'll end up buggy. #lm{gfxby}, or #lm{sgfxby} for advanced users.

--------------------
<blm> zsnes users are the flatearthers of emulation
Alternative: #lm{hidegfx}

FuSoYa really should have removed that function.

--------------------
Okay, my layout looks ugly.
How can I fix this port? https://www.dropbox.com/s/veo9v8ho8rrkuc0/Mario%20Paint%20-%20Creative%20Exercise.zip

--------------------
Why do the bubble sprites move away from mario instead of moving towards him when they're placed in the 00 screen?
That has something to do with how the level loads. Here is a fix for that.
Originally posted by TheBiob
That has something to do with how the level loads. Here is a fix for that.


Ok, this patch works but for some strange reason it doesn't work with the goomba in the bubble, it still moves in the wrong direction.
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