Language…
14 users online: AnaRosaHD01, Bullymario, Children's Digest 1950-2009, D1STYNCT,  Doctor No, FYRE150, HeitorPorfirio2006, Jordan, Morph Moth, Nadir, OhMuramatsu, Pancake001, ShadowTheHedgehog, Yoshioshi59_ - Guests: 85 - Bots: 240
Users: 55,728 (2,324 active)
Latest user: sussybaka69

Ask anything about SMW Hacking - 2019 Edition

  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 276
  • 277
  • 278
  • 279
  • 280
  • 281
  • 282
  • 283
  • 284
  • 285
  • 286
  • 287
  • 288
  • 289
Hey y'all.

Is there a way to turn a switch palace off so the blocks that were filled revert to not being invisible?

Also, would that make it so that the switch palace can be done again to turn the colored blanks solid again.

Thanks!
What are the addresses that determine 3rd and 4th secret exits in cheats? I know 7e1493=01 is the first, and 7e1434=01 triggers the second.

Another thing. Is there a simple cheat/patch that lets you walk on the overworld without the paths opening up?


Originally posted by The85thgaming
Hey y'all.

Is there a way to turn a switch palace off so the blocks that were filled revert to not being invisible?

Also, would that make it so that the switch palace can be done again to turn the colored blanks solid again.

Thanks!


There's cheats. (if that's what you're looking for, otherwise, ignore)
Deactivates Blue !Blocks [Ugetab] -- 7E1F29=00
Green -- 7e1f27=00
Red --7E1F2A=00
Yellow -- 7e1f28=00
Originally posted by CornerClip
What are the addresses that determine 3rd and 4th secret exits in cheats? I know 7e1493=01 is the first, and 7e1434=01 triggers the second.

Another thing. Is there a simple cheat/patch that lets you walk on the overworld without the paths opening up?


Originally posted by The85thgaming
Hey y'all.

Is there a way to turn a switch palace off so the blocks that were filled revert to not being invisible?

Also, would that make it so that the switch palace can be done again to turn the colored blanks solid again.

Thanks!


There's cheats. (if that's what you're looking for, otherwise, ignore)
Deactivates Blue !Blocks [Ugetab] -- 7E1F29=00
Green -- 7e1f27=00
Red --7E1F2A=00
Yellow -- 7e1f28=00



Interesting. My idea is that there would be a level in the hack that when you complete it, it deactivates certain switch palaces.

These codes may be useful to get that done, but I have no idea how lol good start tho
I wouldn't recommend resorting to cheat codes if you're looking for an ethical solution, though.

Anyway, the closest thing I found that toggles switch palace switches is this pack of custom blocks.
Originally posted by Katerpie
I wouldn't recommend resorting to cheat codes if you're looking for an ethical solution, though.

Anyway, the closest thing I found that toggles switch palace switches is this pack of custom blocks.


Very interesting! I'm going to look into these! Thanks so much!
I just started working on a vertical level and I realized that my foreground tiles, when priority is on, are still behind sprites. I don't have this issue with the exact same tiles and sprites in a horizontal level. Is there any difference? I don't understand it.


Originally posted by DasFueller
I just started working on a vertical level and I realized that my foreground tiles, when priority is on, are still behind sprites. I don't have this issue with the exact same tiles and sprites in a horizontal level. Is there any difference? I don't understand it.

Vertical levels have different settings for the SNES registers involved with priority for some reason. You can fix that with this patch. Alternatively, use horizontal level mode 1B, which is effectively identical to a vertical level.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by DasFueller
I just started working on a vertical level and I realized that my foreground tiles, when priority is on, are still behind sprites. I don't have this issue with the exact same tiles and sprites in a horizontal level. Is there any difference? I don't understand it.

Or even use Lunar Magic's horizontal level mode, which allows you to make vertical levels while according to the game they are still horizontal.


YY-CHR > Photoshop.
I am trying to use the Custom Reznor. The center of their rotation is defined in such a table:

Code
!CenterXPosLo       =   $80     ;\ X and Y position of the center of rotation.
!CenterYPosLo       =   $110     ;| Note that the position in which they're placed in LM defines when they
!CenterXPosHi       =   $00     ;| will spawn, and then they'll be placed at the position defined here.
!CenterYPosHi       =   $00  


Can somebody briefly explain why there is a "Hi" and "Lo" value?
SMW keeps track of the position in 16 bits. Since bytes are usually 8-bit (and can only go as high as $FF), the position requires two bytes, a low and a high byte. It's certainly redundant because you can enter a 16-bit value just fine.
Are there disassemblies for the "puntin' chuck" and "pitchin' chuck" sprite on the site? I can't find them.
I'm having trouble attempting to put the Display VWF Message sprite (This: https://www.smwcentral.net/?p=section&a=details&id=3728) into Lunar Magic. I don't know what Extra Bits and Extension to use. I have used pixi to insert them into the rom but I'll need help with finding the extra bits and Extension.
The extra bit is what you type in the "Extra Bits" field in Lunar Magic, and for custom sprites it's either 2 or 3. (Some sprites have different behavior depending on that but it doesn't look like this one has, so 2 will do.)

The extra byte is what you type in the "Extension" field in LM (not to be confused with extra bits, or extra property bytes). This sprite uses one extra byte (values go from 00-FF), and it expects it to be the number of the VWF message you want to display. (Note that the sprite is meant for the VWF dialog patch.)


 
Hello! What bug-fix patches are needed in a ROM Hack?
Thinking about what patcher to use.
Originally posted by Thiago678
Hello! What bug-fix patches are needed in a ROM Hack?

Absolutely none are "needed", unless part of your hack is based around something that would break in vanilla SMW. Beyond that, it's really up to you which bug fixes you wish to include.

You can view every "bug fix" patch in our sections here (In our Patches section, CTRL+F -> Bug Fix: "Yes").
Twitter
The handomest people in the world are ones who follow my Twitch
So, I noticed that the camera will always start based on the player's position, is there any way to force it to start at the left edge even if the player start position is more to the right side (but still visible)?
When I beat this level a detonated switch pops up. How do I make it not?



Also it disappears upon entering another level
This is maybe stupid question. But im making my first horizontal level, where mario can also swim water. My problem is, how i block bottom of the screen? Now mario can swim under blocks and obstacles and cheese the level..
You could use this patch.


YY-CHR > Photoshop.
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 276
  • 277
  • 278
  • 279
  • 280
  • 281
  • 282
  • 283
  • 284
  • 285
  • 286
  • 287
  • 288
  • 289