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Floating IPS (Flips) for creating and making bps patches.
Lunar Magic obviously
An emulator, my recommendation would be Snes9x
A clean SMW rom - Can't link to one on the forums so you need to find that yourself.


Those are the barebone basics you need.
To avoid double posting and continuing a thread where the main issue was resolved, I'll address a new issue I came across with the custom powerups set here.

Nearly everything seems to be working at this point, but there is still one thing left that is not working. For some reason, the player sprite and all powerup sprites are either nonexistent or garbled. I will show some screenshots of what I am talking about here:





I also noticed that there is a series of graphics labeled big mario, hammer mario, etc., but I am unsure on where exactly to place them so that the graphics are fixed.

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"There's a law with you: there's like three or four things you always reference. And by default, I assume horses."

—ProtonJon to Chuggaaconroy during a game of Mario Party 4
Originally posted by Dynamite
To avoid double posting and continuing a thread where the main issue was resolved, I'll address a new issue I came across with the custom powerups set here.

Nearly everything seems to be working at this point, but there is still one thing left that is not working. For some reason, the player sprite and all powerup sprites are either nonexistent or garbled. I will show some screenshots of what I am talking about here:





I also noticed that there is a series of graphics labeled big mario, hammer mario, etc., but I am unsure on where exactly to place them so that the graphics are fixed.


Did you follow all the instructions on the custom powerups set which powerup patch are you using
do you have any other patches that mess with mario's graphics did you put all of the powerup files while patching the powerup set
Originally posted by codfish1002
Did you follow all the instructions on the custom powerups set which powerup patch are you using
do you have any other patches that mess with mario's graphics did you put all of the powerup files while patching the powerup set


I've so far followed the instructions given as far as I can. Some of the instructions are a little vague on what exactly to do, so room for error is possible.

Only the powerup patches required are installed. I recently installed another patch contained with the rest of the files, and now the player sprite's graphics are working again. However, the powerups are still not showing up.

--------------------
"There's a law with you: there's like three or four things you always reference. And by default, I assume horses."

—ProtonJon to Chuggaaconroy during a game of Mario Party 4
Originally posted by Dynamite
Originally posted by codfish1002
Did you follow all the instructions on the custom powerups set which powerup patch are you using
do you have any other patches that mess with mario's graphics did you put all of the powerup files while patching the powerup set


I've so far followed the instructions given as far as I can. Some of the instructions are a little vague on what exactly to do, so room for error is possible.

Only the powerup patches required are installed. I recently installed another patch contained with the rest of the files, and now the player sprite's graphics are working again. However, the powerups are still not showing up.


Inserting the sprite with lunar magics insert sprite option doesn't make the powerup graphics show up using the question mark blocks makes the graphics show up
I didn't use the insert sprite option to add the powerups; I simply used the blocks provided.

Anyway, I got all the sprites to work properly again. I just went through the steps another time and double-checked what to do to set up an SA-1 ROM. Thanks for the assistance.

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"There's a law with you: there's like three or four things you always reference. And by default, I assume horses."

—ProtonJon to Chuggaaconroy during a game of Mario Party 4
I have a new issue, one unrelated to the powerups, ish, and it seems to be causing rather dangerous effects to my ROM.

I have been recently making a test level to understand all the controls and workings of the custom powerups I implemented into the ROM earlier. When I go to update the custom blocks with GPS (version 1.4.1), however, it causes two conflicting RATs. This is the first time I ever heard of this being a possible concern.

I successfully restored my ROM to before I used GPS with it, but now I am unable to use GPS without creating nested RATs and ruining my ROM. Are there any reasons as to why this is happening?

If it helps, here is a scan I did for when the ROM had the nested RATs:



And here is another for the restored ROM:



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"There's a law with you: there's like three or four things you always reference. And by default, I assume horses."

—ProtonJon to Chuggaaconroy during a game of Mario Party 4


Nested RATS aren't necessarily dangerous, but it's a sign that something has probably been applied incorrectly. Best guess if you haven't done too much would probably be related to the order you apply things in; it could be that the powerup patch applies some changes to GPS's code, and that's being screwed up due to applying GPS after.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
I say that it was dangerous because some strange behaviors happened when I went into my test level when the ROM had the nested RATs. The ROM worked fine until I entered the level, where the player started swimming through the air as if it was a water level (the test level is based off of Yoshi’s Island 1, so this is unwanted behavior). The player had no collision detection with layer 1, then the game crashed harshly.

According to the step list for installing the custom power ups patch, the actual patch is installed before GPS is used, so I’m unsure as to what would be overwritten this time when I had to use GPS after installing the patch beforehand.

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"There's a law with you: there's like three or four things you always reference. And by default, I assume horses."

—ProtonJon to Chuggaaconroy during a game of Mario Party 4
I'm having some trouble with overworld editing, I set all my initial level flags to the direction of the next level to play test and they usually work but for some reason a few of them don't work unless I beat the level and the event plays. One of my path/exit doesn't work at all and I'm confused
Is it possible to remove the lag in the Bowser boss fight caused by music?

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"Then came the night of the first falling star."
Originally posted by MarioFan1985
Is it possible to remove the lag in the Bowser boss fight caused by music?



It is probably impossible due to amk having to rearrange all of the music which is what causes the 1 second freeze in the bowser fight before continuing normally im not sure if there is anyway to fix this maybe others have a possible solution
Quote



It is probably impossible due to amk having to rearrange all of the music..


Rip, but thanks anyways!

--------------------
"Then came the night of the first falling star."


It is possible, it just requires a bit of ASM work. The freeze during the Bowser fight is due to AMK reloading the music's samples, even though the Bowser songs all share the same samples. AMK provides a flag you can set to avoid reloading samples, in $7FB001. So all you need to do is set $7FB001 whenever switching music during the fight.

Now, no guarantee it works cause I can't test it right now, but an easy way out might be to just set the flag every frame of the level by using UberASM:

Code
main:
	LDA #$01
	STA $7FB001
	RTL


Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
It is possible, it just requires a bit of ASM work.


Where would I put this? Level 1c7? Sorry I'm a noob when it comes to this lol.

--------------------
"Then came the night of the first falling star."
Originally posted by MarioFan1985
Originally posted by Thomas
It is possible, it just requires a bit of ASM work.


Where would I put this? Level 1c7? Sorry I'm a noob when it comes to this lol.


yes you put it into level 1C7 with uberasm something like this

Code
verbose: on

; UberASM Tool code list.
; You can use the same .asm file for multiple levels/OW/etc. for saving space.

; Level list. Valid values: 000-1FF.
level:
1C7 code.asm

; OW list. Valid values: 0 = Main map; 1 = Yoshi's Island; 2 = Vanilla Dome;
; 3 = Forest of Illusion; 4 = Valley of Bowser; 5 = Special World; and
; 6 = Star World.
overworld:
; Insert files here
; Game mode list. Valid values: 00-FF.
gamemode:
; Insert files here

global:		other/global_code.asm	; global code.
statusbar:	other/status_code.asm	; status bar code.
macrolib:	other/macro_library.asm	; macro library.
sprite:		$7FAC80			; 38 (SNES) or 68 (SA-1) bytes of free RAM.
rom:		*Rom name*.smc	; ROM file to use.
Thanks!

--------------------
"Then came the night of the first falling star."
Hey guys, im trying to make a level using mega moles and sprite bouncing blocks, but every time the mole bounces i clip inside of it and die. i tried looking for patches to fix this but none of them seem to work. Any help is appreciated
when i try to open lunar magic it says its designed for a pc using windows and not compatible with my chrome book that uses chrome os
Yeah... Chromebooks really aren't the best operating systems to use for this sort of thing, and Lunar Magic will probably never support it. Not normally, anyway - Wine has an Android mode, so you might get it to work through that.

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Currently streaming: Knytt Stories, various BLDC / C3 SMW hack submissions
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