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Ask anything about SMW Hacking - 2019 Edition

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@Romano
A list of sound effects and their associated banks are available here.
You can also see them through AddmusicK's "Addmusic_sound effects" file, but it doesn't list the 1DFA bank.
Ok, thanks. I wish I could hear them but I'll manage that with a youtube video of all sound effects ;)

I have a quesiton about overworld: to unlock FG5 & FG6, is it the extra option "Merge GFX slots FG1 and FG2 to SP3 and SP4 to create room for 2 more FG slots"?
I'd say yes, but I don't like the "merge GFX slots". Are there any downsides?
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
Is there anyway to add custom graphics/content


Originally posted by Romano338
I have a quesiton about overworld: to unlock FG5 & FG6, is it the extra option "Merge GFX slots FG1 and FG2 to SP3 and SP4 to create room for 2 more FG slots"?
I'd say yes, but I don't like the "merge GFX slots". Are there any downsides?

Depends. If you don't want to disable the event path fade effect, then SP3/SP4 and FG1/FG2 have to be set to the same GFX files anyway. Otherwise, the only thing you're losing is some potential custom overworld sprite space (but custom overworld sprites aren't very widely used right now anyway, and the ones that are only use a few tiles which you can easily fit into SP1/SP2).


Originally posted by blazeykat
Is there anyway to add custom graphics/content

Uh, yes. See this tutorial for a guide on inserting and making ExGFX files, which are used for custom graphics. The tutorial forum has a lot of threads for other guides you might be looking for, as well.

Professional frame-by-frame time wizard. YouTube - Bluesky - SMW Glitch List - SMW Randomizer
Take a closer look when paths get revealed. There really is a smooth transition between the old and new tiles. Though Thomas has mentioned the problems with it: Some graphics and palette have to reserved for the tiles.
Disabling the effect makes the tiles appear instantly, though you have got more graphics space and palette to use.

You can disable them in the general options on the overworld.
Disabling event path does not unlock FG5 and FG6, merging SP3 and SP4 with FG1 and FG2 unlocks them.

What you get from disabling it is the freedom to change SP3 and SP4 independently to FG1 and FG2, which can not be done when you merge them.

If you do not disable event path then SP3 and SP4 have to be the same as FG1 and FG2 anyway so there's almost no downside to merging them.
Hi everyone. New to the community. Trying to learn all that i can for my first hack.

Is there a way to make player one remain as Mario and have player two be peach or another sprite not resembling Mario?
Drummerrific
a.k.a. Chopping Fleep-Fleep
a.k.a. Dr. Spinkle M.D.
a.k.a. Bob
Nave a dice hay!


Sure, use this. You'd probably also want this one.

Professional frame-by-frame time wizard. YouTube - Bluesky - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
Sure, use this. You'd probably also want this one.


Thank you very much Thomas! That was exactly what I was looking for!
Drummerrific
a.k.a. Chopping Fleep-Fleep
a.k.a. Dr. Spinkle M.D.
a.k.a. Bob
Nave a dice hay!
In the overworld, is it ok to change the animation GFX file (14) by making a copy of it and changing the original with the exGFX? So I can delete useless stuff (like bullet launcher, useless in OW) and add more exanim?
I don't really see how to make room for exanim tiles in OW.

Also, the first 7 colors of the first 4 palettes are all black. Are those useable? Or are they reserved for something else?
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1


First question: yes, you can change the GFX for animations in the OW editor by clicking the red poison mushroom button and setting AN2 accordingly. If you don't see how to make more eoom for exanim tiles in OW... first, you can use the ExGFX in AN2. Or, if you want, you can use the alternate ExGFX feature for ExAnimation (ExGFX 60-63).

Second question: They're all black because of event effects. If you want to use them, in OW Editor, go to Overworld -> Extra Options; then, check the option 'Disable Event Path Fade Effect', which will free these palettes so you can work with them. Also, this option will free SP3 and SP4 for other uses.





Dream team (feed them, please):






Anyone know of a code/generator that makes the background scrool in diagonal ways?

EDIT: For anyone wondering, I found a really cool diagonal background scroll effect in this topic:
https://www.smwcentral.net/?p=viewthread&t=43237&page=1&pid=676869#p676869
How do I make that shooter spawn normal sprites instead of custom sprites?

Note: I am still using Sprite Tool and don't have plans to upgrade to PIXI.

Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Pipe Goomba Spawner
;; By Sonikku
;; Description: Spawns the SMB3 Goomba sprites from a pipe, as seen primarily
;; in Super Mario Bros 3's grassland levels. 
!Sprite	= $69	; custom sprite number to spawn
!Sound	= $00	; $00 for no sound.
!Port	= $1DFC	; can be $1DF9, $1DFA, or $1DFC
;; X position of shooter within level determines the direction in which the
;; Goombas will spawn in.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


	PRINT "INIT ",pc
	LDA #$30
	STA $17AB,x
	PRINT "MAIN ",pc
	PHB
	PHK
	PLB
	JSR PipeGoomba_Main
	PLB
	RTL

PipeGoomba_Main:
	LDA $17A3,x
	XBA
	LDA $179B,x
	REP #$20
	SEC
	SBC $1A
	CMP #$0100
	BCC .onscreen
+	SEP #$20
	RTS
.onscreen
	SEP #$20
	LDA $179B,x
	LSR : LSR : LSR : LSR
	AND #$01
	BNE +
	JSR GetXPos
	BMI .spawn
	RTS
+	JSR GetXPos
	BMI .return
.spawn	LDA $17AB,x
	BNE .return
	LDA #$60
	STA $17AB,x
	JSR GenerateGoomba
.return	RTS

GetXPos:
	LDA $17A3,x
	XBA
	LDA $179B,x
	REP #$20
	SEC
	SBC $94
	SEP #$20
	RTS
GenerateGoomba:
	JSL $02A9DE
	BMI .noslot
	LDA #!Sound
	BEQ +
	STA !Port
+	PHX
	TYX
	LDA #!Sprite
	STA $7FAB9E,x	; custom sprite number.
	LDA #$01
	STA $14C8,x
	JSL $07F7D2	; initialize sprite.
	JSL $0187A7	; mark as custom sprite.
	LDA #$88
	STA $7FAB10,x	; initialized.
	LDA #$24	; set walking out of pipe timer.
	STA $1540,x
	PLX
	LDA $179B,x	; set x coordinates.
	STA $00E4,y
	LDA $17A3,x
	STA $14E0,y
	LDA $178B,x	; set y coordinates.
	SEC
	SBC #$06
	STA $00D8,y
	LDA $1793,x
	SBC #$00
	STA $14D4,y
	LDA $179B,x
	LSR : LSR : LSR : LSR
	AND #$01
	STA $157C,y
.noslot	RTS


First: Change that STA $7FAB9E,x to STA $9E,x;

Second: Erase this piece of code:

Code
JSL $0187A7	; mark as custom sprite.
LDA #$88
STA $7FAB10,x	; initialized.


Third: Test.





Dream team (feed them, please):






That works perfectly. Thank you very much! @Manuz
Hi

Some transitions in my overworld's events are completely ruined :/

For example, to go from pic left to right:

This is what appears:


I don't really get why. My events are done properly. Is it because the tiles used are from ExGFXs? Is it because the ExGFX aren't loaded in the "main overworld" part (but I don't use the main overworld)?

To be honest I'm a bit confused by that
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
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