Banner
The Overworld Design Contest ends in
3 DAYS, 4 HOURS, 34 MINUTES AND 15 SECONDS
Views: 906,171,319
Time:
22 users online: Aja, chctjcgjcj, Darolac, Edidoo, Insanit, Julintendo,  K.T.B., Koopster, MegaSonic1999, MLGKuba11, Nao,  Ninja Boy, Nirv,  Noivern, Noxor, Segment1Zone2, slopcore, SMWFan2019, Sparkysie, TarmaDj,  Teows, Vic Rattlehead - Guests: 97 - Bots: 78 Users: 50,791 (2,071 active)
Latest: Buoguto
Tip: The No More Sprite Tile Limits patch does NOT increase the limit for the amount of sprites onscreen at once. The SA-1 Pack does.
Not logged in.
Ask anything about SMW Hacking - 2019 Edition
Forum Index - SMW Hacking - SMW Hacking Help - Ask anything about SMW Hacking - 2019 Edition
Pages: « 1 2282 283 284 285 » Link
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.

--------------------
Mario Quits - My Kaizo hack in progress


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.



Hack.
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?

--------------------
Mario Quits - My Kaizo hack in progress
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.

--------------------
Okay, my layout looks ugly.
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.)

--------------------


 
Pages: « 1 2282 283 284 285 » Link
Forum Index - SMW Hacking - SMW Hacking Help - Ask anything about SMW Hacking - 2019 Edition

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks