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Ask anything about SMW Hacking - 2019 Edition

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Alternatively, you can enable debugging for the ROM. Thomas (IIRC) has created one which reveals all the events and I have added more debugging features:
Code
org $009CB1	; No Intro
db $00

org $00A268	; Always allow start+select
db $00

org $00C576	; Power up debug
db $F0

org $04824B	; Yoshi colour debug
db $F0

org $049291		; Enable OW free roam.
	JMP $92AF
org $04DA64		; Force load layer 1 tiles
	db $00
org $04E467		; Force load layer 2 tiles
	db $80
org $04E619		; Skip events at level end
	db $00
org $04DA9F		; Don't reload destroyed tiles
	NOP #3
how do you insert layer 3 graphics?/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
random avatar everyime you reload wheeee
Is it possible to insert a custom sprite without replacing SP4?

For example, I want to make a level that uses Boss Bass and Dolphins. My very novice brain has come up with two solutions. One would be editing the asm file to use GFX from SP1/2. The other is downloading, editing and using the dolphin assembly from the Sprites section.

Are any of these the right way?


The usual way would be to just remap the graphics for one of the two sprites so that there's no tile conflicts.

In this case, the boss bass would be the easier one since it's already a custom sprite. Assuming you're using this sprite, open the ASM file, scroll all the way down to the bottom, and find the ".tilemap" table. This table defines the tiles used for the sprite, using 5 tiles for each of the four animation frames, with the first three being 16x16 and the last two being 8x8. Compare against the normal SP4 graphics to make sure you understand the layout. Then, just edit the ExGFX file to move the tiles around so that there are no conflicts with the dolphin tiles, and update the tilemap numbers to match where you move the tiles to.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
I'm sorry I'm still having trouble understanding.

I get the part about 5 frames of animations for 4 tiles.

However, I don't understand what the values equal/mean. They're in hex right? Does E0 or 224 mean the 224th tile of the SMW Graphics? If so, how do I count them? From left to right?

Sorry, I've been looking through old threads for answers but I cannot find it.


Open up the 8x8 editor in LM, then press the down arrow key a few times to get to the SP3/SP4 page (page 0x5). If you hover over a tile with your mouse, you'll see a message in the status bar at the bottom saying "Tile 0x5##"; the ## is the tile number corresponding to the value in the ASM file. So the value "E0" refers to tile 0x5E0, or this tile:



Which if you look in the actual ExGFX file, also corresponds to one of the Boss Bass's tiles (note that SP4 is the bottom half of the page, i.e. tiles 80-FF).

Basically, you want to pick tiles that are not occupied by the dolphin tiles, so that you can just copy the dolphin tiles back into the ExGFX file without conflicting with the Boss Bass's tiles.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
I'm trying to use the Piranha Plants and Venus Fire Traps v1.1 sprite, but the piranha that is horizontal has a bug, the head is a fish and the bottom is a koopa without a shell. Someone explains in detail how to solve this because it's driving me crazy.


Originally posted by Kingshadowraze
I'm trying to use the Piranha Plants and Venus Fire Traps v1.1 sprite, but the piranha that is horizontal has a bug, the head is a fish and the bottom is a koopa without a shell. Someone explains in detail how to solve this because it's driving me crazy.

Those are the tiles that the horizontal plant is set to use by default, as the game doesn't include horizontal graphics already; you have to add them via ExGFX. Just copy the normal SP2 GFX file (GFX01), copy-paste the piranha plant tiles to those tiles (CE, 80, and 88), and rotate them. If you're unfamiliar with ExGFX, see the FAQ for an introduction to graphics files and this tutorial for more details.

If you want to use different tiles besides those ones, you can open the piranha_venus_all.asm file and scroll down to the "StemTilemap" and "HeadTilemap" tables. The entries marked with a "^" below them below correspond to the horizontal piranha plants:

Code
StemTilemap:			; the tiles used by the stem
db $CE,$CE,$CE,$CE,$E6,$E6,$E6,$E6,$CE,$CE,$CE,$CE,$E6,$E6,$E6,$E6
                    ^   ^   ^   ^
HeadTilemap:			; the tiles used by the head
db $AE,$AC,$AE,$AC,$80,$88,$80,$88,$C0,$C2,$C0,$C2,$C0,$C2,$C0,$C2
                    ^   ^   ^   ^


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I'm using this https://www.smwcentral.net/?p=section&a=details&id=19123, and can someone tell me where to put the ExGFX file in the GFX bypass window?
Originally posted by Neeberz
I'm using this https://www.smwcentral.net/?p=section&a=details&id=19123, and can someone tell me where to put the ExGFX file in the GFX bypass window?


Just using the default graphic files ExGFX137 needs to go into AN2 since it's ExAnimation and following the description you need to replace GFX03 and GFX33 to make everything look like MM2.

Though since it's ExAnimation I'm assuming you know how to set that up.
Okay, somehow I'm lost. #smw{-_-2} I've put ExGFX137 in the AN2 slot, I can see it in the 8x8 tile editor, but the blocks from the map16 file are still blank.
Are you trying to open the sample level or are you trying to do everything manually?
If you're doing it manually have you set up the ExAnimation at all or just insert the file and set it to AN2.
Oh my, I can tell this might be tricky. Thanks for being patient :P I'm doing it manually and I don't know how to set it up.
I would check out the ExAnimation tutorial specifically part 3 since that's when it actually talked about Graphical animation
Thanks! The map16 and GFX are working great. Now I'm having GPS issues. This is the error message:

block_boilerplate.asm:5: error: (E5016): File 'blocks/SwitchActBlue' wasn't found. [incsrc "blocks/SwitchActBlue"]

The file name for the blue switches is SwitchActBlue and it's in my "Blocks" folder


Dang it, forgot to add the .asm in list.txt. #smw{-_-2}
Hi, I was editing my file and I had to restore my ROM back because i messed up the music, but when i restored it it messed up my overworld to where Mario spawns on Yoshi's Island instead of where I put him on the Overworld Map. Now I can't seem to place the start point anywhere but where the original game was. Can someone help me fix this? thanks C:


Are you creating a new file when you test this? The overworld position you see in LM is only stored on file creation.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
Are you creating a new file when you test this?

No I'm not doing that, but I tried reopening LM and even when i moved the starting position for mario, it would still go to the original smw spot.
"Then came the night of the first falling star."
What Thomas meant is a save file, not the ROM itself. Mario's overworld position is saved in SRAM (after all, you always start the level you have saved last time) and so the initial starting position is only set in a new file (it's called "initial" for a reason). And by "new" we literally mean new: 0 events means the file already has been used.

Alternatively, delete the SRM file. It's found either in the ROM's folder (ZSNES, BSNES by default) or in the emulator's folder (SNES9x, Higan).
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