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Ask anything about SMW Hacking - 2019 Edition

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Welcome to SMWC! You can switch levels with "File --> Open Level number" (Ctrl-D, or the third button from the left in the toolbar #lm{level}), as well as with the PgUp and PgDn keys.


 
Thanks so much!
Quick question: how do you change the amount of lives in Lunar Magic?I used to know, but I forgot. Thanks!
Not sure if the amount of lives is something LM can change. You might need a small patch instead.

The ROM Map says the amoutn of starting lives is at ROM address $009E25, so here's a patch that changes that value (replace 42 with whatever number you want, in Hexadecimal):

Code
org $009E25
	db $42


You can save that as an .asm file and apply it to your ROM with Asar like any other patch in the Patches section.

If you're just starting out hacking, don't worry if you'd rather familiarize yourself with Lunar Magic more before moving tackling a more advanced topic like applying patches.


 
Is there a way to make it so that once a level has been passed you always start that level from the midway?
Code
header
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;SA1 detector:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
if read1($00FFD5) == $23
	!SA1 = 1
	sa1rom
else
	!SA1 = 0
endif

; Example usage
if !SA1
	; SA-1 base addresses	;Give thanks to absentCrowned for this:
				;http://www.smwcentral.net/?p=viewthread&t=71953
	!Base1 = $3000		;>$0000-$00FF -> $3000-$30FF
	!Base2 = $6000		;>$0100-$0FFF -> $6100-$6FFF and $1000-$1FFF -> $7000-$7FFF
else
	; Non SA-1 base addresses
	!Base1 = $0000
	!Base2 = $0000
endif



org $009E25
	db $63
print "Insert size............. ", freespaceuse, " bytes."
print "Total bytes modified.... ", bytes, " bytes."	

its for 99 lifes and sa1 or you can us retry patch for 99 lifes
Is there a shortcut to switch between sprite editing mode and layer one editing mode in lunar magic? I'ts kind of annoying to have to move my mouse and click a button every time I want to place a koopa.
Pressing escape or the middle mouse button/ mouse wheel does the trick.
Thanks!
I inserted the Zinger sprite, but I want it to hurt Mario even with spin jump. (P.S.: I applied this patch and the game crashed.) What should I do?
So I’m working on my first hack. Im using lunar magic. I’m having an issue where the midways are showing as an exit to the soft lock bonus stage when I try to save instead of the midway entrance in the levels. When I try runing everything in an emulator to test what’s going on I can’t hit the midway tapes
Originally posted by Tha weetodd
So I’m working on my first hack. Im using lunar magic. I’m having an issue where the midways are showing as an exit to the soft lock bonus stage when I try to save instead of the midway entrance in the levels. When I try runing everything in an emulator to test what’s going on I can’t hit the midway tapes

Are you sure you used the midway tape OBJECT and not the map16 tile? The midway shouldn't count as an exit so remove any exits on the screen of the midway.
YouTube / Twitch / Twitter / Discord: MajorMuff#5742
What patches and tools are you using? That sounds it might be sample code left over from something.


 
Originally posted by WhiteYoshiEgg
What patches and tools are you using? That sounds it might be sample code left over from something.

Oh man this again #tb{^V^}
I managed to go around it by making what was BG color into a "regular palette" color. Apparently it's ok.

Anything but having to test every single patch individually. Never again. #tb{^V^}

Thanks!
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
VLDC12 - 72HoKaizo#1
In my level I have a skull train floating over some lava but it isnt there when I play the ROM in my emulator. Why won't it show up? I'm pretty sure its location is congruent with the sprite limit.


If it's not a sprite limit, it could be that you're using the wrong lava (if using custom Map16, check your acts-like setting). The skull raft needs specifically the tileset-specific lava; it'll just fall through normal lava.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
If it's not a sprite limit, it could be that you're using the wrong lava (if using custom Map16, check your acts-like setting). The skull raft needs specifically the tileset-specific lava; it'll just fall through normal lava.


So I used different lava and the skull train works but the lava tiles are now glitched. I've tried changing the graphics in header but nothing seems to work. How do I fix the lava tiles?


The FG/BG GFX header (#lm{gfxby}) must be set specifically to setting 3 (Underground 1).
(you can still have different GFX files loaded through the super GFX bypass, though)

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Are these tiles of GFX0F even used for something in the game?



Are they safe to overwrite?
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