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Originally posted by Katerpie
What errors Asar gives out, though?

This was a while ago now, but...
Because the ROM was edited with Lunar Magic already, Asar said its name was *insert garbled mess here*. and even if I tried to continue, it still wouldn't work. BUT recently, I tried the StartWith V1.3 patch on a fresh ROM, and it worked fine. I'm pretty sure you have to add patches BEFORE editing the ROM, which, to be frank with you, is kinda... How do I put this, bad? ...If you don't have any ideas/plans before starting (like I usually do).

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I'm working on several ROM hacks currently. It's kind of hard.
This could be because of header issues. Lunar Magic only works on headered ROMs but Asar can work on any of them but uses the extension to determine whether there is a header or not (.smc for headered, .sfc for unheadered). Try to rename the extension to .smc on the edited ROM.

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Okay, my layout looks ugly.
Is there any useful tutorial on how to create a parallax scroll effect or Effect Tool in general?

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Mario Quits - My Kaizo hack in progress


Originally posted by DasFueller
Is there any useful tutorial on how to create a parallax scroll effect or Effect Tool in general?

Just make sure to check the "animation" box to see the actual results. For parallax, you specify the effect by the number of scanlines (row of pixels) to apply a scroll rate to, and you just fill in the screen with those settings. Ignore the speed/direction options, the scanlines/multipler are the only ones that matter.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
Originally posted by DasFueller
Is there any useful tutorial on how to create a parallax scroll effect or Effect Tool in general?

Just make sure to check the "animation" box to see the actual results. For parallax, you specify the effect by the number of scanlines (row of pixels) to apply a scroll rate to, and you just fill in the screen with those settings. Ignore the speed/direction options, the scanlines/multipler are the only ones that matter.


Yes, I tried that and generated a code. What do I have to do to insert it with UberAsm Tool? Inserting it as level Asm did not work.

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Mario Quits - My Kaizo hack in progress


Originally posted by DasFueller
Yes, I tried that and generated a code. What do I have to do to insert it with UberAsm Tool? Inserting it as level Asm did not work.

First, make sure you are using the most recent version of Effect Tool. Previous versions formatted code for the old patch version of UberASM, which WILL NOT work with UberASM Tool without some tweaks. With the latest version, it should be correct formatted for the tool.

If you have the latest version, hitting the "save as ASM" button in the code window popup will give you a proper UberASM Tool code file that can be inserted into your level.
(if you have the old Effect Tool, this will give you something very different that you SHOULD NOT apply through UberASM Tool)

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
Originally posted by DasFueller
Yes, I tried that and generated a code. What do I have to do to insert it with UberAsm Tool? Inserting it as level Asm did not work.

First, make sure you are using the most recent version of Effect Tool. Previous versions formatted code for the old patch version of UberASM, which WILL NOT work with UberASM Tool without some tweaks. With the latest version, it should be correct formatted for the tool.

If you have the latest version, hitting the "save as ASM" button in the code window popup will give you a proper UberASM Tool code file that can be inserted into your level.
(if you have the old Effect Tool, this will give you something very different that you SHOULD NOT apply through UberASM Tool)


I do use the latest version of Effect Tool and use the "Save as ASM" option. The code created is (shorted table):

Code
; To be upplied to a level using UberASMTool.

;IMPORTANT! Please edit the JMP command below for the level you use this on

init:                                     ;\  This section is to be used in the INIT code of levelASM
   REP #$20                               ; | 
   LDA #$0F42                             ; | Use indeirect and mode 2 on register 210F
   STA $4330                              ; | 4330 = Mode, 4331 = Register
   SEP #$20                               ; | 
   LDA.b #ParallaxTable_164625080>>16     ; | Address of HDMA table, get bank byte
   STA $4334                              ; | 4334 = Bank-Byte of table
   LDA #$7F                               ; | Address of indirect table in RAM bank byte
   STA $4337                              ; | 4334 = Bank-Byte of indirect table
   LDA #$08                               ; | 
   TSB $0D9F|!addr                        ; | Enable HDMA channel 3
   JMP level105_main:                     ;/  Jump to main code	  	

;The Table takes up 4 bytes of the free RAM
;It ranges from $7F9E00 - $7F9E03 (both addresses included)

main:                                     ;\  This section is to be used in the MAIN code of levelASM
   REP #$20                               ;/  16 bit action starts here. (To load the x position of the BG)
   LDA $20                                ;\  Get Y position of BG
   ASL                                    ; | times 2
   CLC : ADC $20                          ; | +1 = times 3
   CLC : ADC #ParallaxTable_164625080+3   ; | plus Address of HDMA table +3
   STA $4332                              ;/  4332 = Low-Byte of table, 4333 = High-Byte of table

   LDA $1E                                ;\  Load BG x Position
   ASL #0                                 ; | Multiplied by 1
   STA $7F9E00                            ;/  Store to FreeRAM for indirect HDMA
   LDA $1E                                ;\  Load BG x Position
   ASL #1                                 ; | Multiplied by 2
   STA $7F9E02                            ;/  Store to FreeRAM for indirect HDMA
   LDA $1E                                ;\  Load BG x Position
   STA $7F9E04                            ;/  Store to FreeRAM for indirect HDMA
   SEP #$20                               ; Back to 8bit
   RTL                                    ; Return

ParallaxTable_164625080:                  ;\  
   db $01 : dw $9E00                      ; |
   […]
   db $00



Then UberASM Tool says:

Processing binary file '105_Parallax.asm':
105_Parallax.asm:17: error: (E5060): Label 'level105_main' wasn't found. [JMP level105_main:]

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Mario Quits - My Kaizo hack in progress
It's because of this line:
Code
   JMP level105_main:                     ;/  Jump to main code

Simply change "level105_main:" to "main", without a colon.

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YouTube
Originally posted by Green Jerry
It's because of this line:
Code
   JMP level105_main:                     ;/  Jump to main code

Simply change "level105_main:" to "main", without a colon.


I am not sure why this code is generated incorrectly, but it works now... thanks!

Do I have to worry about this error in Lunar Magic?

When I click OK, it seems to work just fine.

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Mario Quits - My Kaizo hack in progress

Could someone point me in the direction of a tutorial or the sort that could tell me how to get ExGFX munchers to switch from muncher state to coin state upon the pressing of a Silver P-Switch?

I know it has to do with ExAnimation but I'm unfamiliar.



Twitch < > Dailymotion < > Youtube


For that, you want to use triggers. You can select a number of them in the ExAnimation dialog including silver P-Switch. The number of frames will be doubled: The first n frames is when the trigger isn't activated, the next n frames when it is activated (where n is the frames which you have entered on the top right).

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Okay, my layout looks ugly.

Originally posted by MarioFanGamer
For that, you want to use triggers. You can select a number of them in the ExAnimation dialog including silver P-Switch. The number of frames will be doubled: The first n frames is when the trigger isn't activated, the next n frames when it is activated (where n is the frames which you have entered on the top right).

Thank you MFG! Although, while I have gotten the munchers to change when a silver is pressed, they just change into a garbled mess. What are the animation frames for coins?



Twitch < > Dailymotion < > Youtube



Quick question,

Do I need to use a custom sprite to get a vanilla gfx Hammer Brother that doesn't require sprite 0x9C?



Twitch < > Dailymotion < > Youtube


Yes, you do. In fact, you can insert disassemblies under different sprite slots.

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Twitter

Originally posted by Katerpie
Yes, you do. In fact, you can insert disassemblies under different sprite slots.

Thank you, my friend!



Twitch < > Dailymotion < > Youtube


If i put a patch on my rom but i want to change something on the txt can i just repatch the same txt with the modifications like will it overwrite the original and not break my rom?
Well, the patch with changes is bound to overwrite the same patch you inserted which had none, so yeah, you're safe to (re)insert it. It depends on the changes and what's the patch in question.

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Twitter
EDIT: i have fixed my own issue
so i see on/off switches but im not seeing the actual titles that switch when i hit the on off am i just missing them somewheres or do i have to hack those in?
fixed my own issue
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