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Ask anything about SMW Hacking - 2019 Edition

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Originally posted by MarioFanGamer
It's mostly because at some point (more specifically, Asar v1.80), Asar throws a warning when ROM mappings are switched within a single patch. The main cause is SA-1 compatibility: Most patches are hybrid patches i.e. they both support LoROM (ROM without SA-1) and SA-1 (ROM with SA-1). Some patches do this by first declaring themselves as a LoROM and then check whether they detect SA-1. If so, change the mapping to SA-1.
This doesn't appear on every patch because some check for SA-1 immedietly and then decide which mappter to chose.

Either way, it's a warning which you can dismiss since it already was fine before. It is an issue if some data is already written but such a patch is badly written and wouldn't be accepted anyway unless it flew under the radar for some reason.

Thanks for clearing that up m8!
currently working on The Amazingly Randy
can someone explain to me how to use the savebase i have managed to get it to work once but cant do it again an dont know what im doing wrong any help or advice is greatly appreciated thank you

also sorry mate ive seemed to have replied to your comment on accident instead of posting in the forum
The .srm file and your ROM must retain the same name. In other words, you should rename one of the files. That's what the Savebase™ is for.
Any SA-1 users having difficulty with this block https://www.smwcentral.net/?p=section&a=details&id=13508?

Recently, I updated my hack to handle SA-1. I, of course, did this on a clean ROM and then a imported my levels and Map16. The blocks that didn't work were fine once I put them through the SA-1 converter but these blocks don't seem to work. I've tried everything I could thing of such as using that aforementioned converter, changing the byte, and redownloading the files but they don't work. I really don't want to have to scrap an entire level.
Solved my issue. All I needed to do was put the Uberasm file into SA1 Converter. And somehow that worked lol.
I'm using Bumpties in one of my levels. My set-up requires a certain behaviour by one of them.

My set-up works every single time. Expect of the first time I enter the level from the previous one. Then, for some reason, the sprite behaves differently.

What is the issue and what can I do to fix it?

Thank for your support!


Edit: Here's the answer
super basic question here, it feels like something I shouldve known before asar & such.. But how do I create the brown platform that drops quickly when mario lands on it? I assume its the line guided version rather than the floating version, but no matter what rail I use its always in motion when it spawns
currently working on The Amazingly Randy
You're supposed to use sprite 63, not 62 :P The latter will always be in motion anywhere you place it.
Originally posted by Katerpie
You're supposed to use sprite 63, not 62 :P The latter will always be in motion anywhere you place it.

ahh so people always reskin it. sweet thank you muchly!
currently working on The Amazingly Randy
Hey so I was messing with the smoke sprite data and came across an oddity of some sort, specifically in the code for the contact graphic effect. There is a JMP to $029838, which appears to be a duplicate of $0297B2. I removed the JMP and blanked out all of $029838 to see if it was important and it doesn't seem to have done anything. Out of curiosity, what exactly is this and is it safe to overwrite or remove this?
Don't eat the sandwich
Originally posted by RollingRigatonis
Hey so I was messing with the smoke sprite data and came across an oddity of some sort, specifically in the code for the contact graphic effect. There is a JMP to $029838, which appears to be a duplicate of $0297B2. I removed the JMP and blanked out all of $029838 to see if it was important and it doesn't seem to have done anything. Out of curiosity, what exactly is this and is it safe to overwrite or remove this?


According to all.log:
Code
CODE_029838:					;```````````| Contact sprite in Reznor/Morton/Roy's rooms (use $0300 range instead of $0200).

That is, certain Mode7 Boss Rooms reshuffle how OAM is arranged. This allows things to work properly there. If you're not using Mode7 then this should be safe to overwrite. Just be aware you'll leave dangling JMPs that'll make your game crash in the Mode7 code (if you ever enter it).
Does anyone know how to edit the palette for the moving coins, and yoshi coins? I've been changing and unchanging all colors in the palette editor and I'm not seeing a difference.
Currently working on an SMW hack. Check out my WIP Thread!
https://www.smwcentral.net/?p=viewthread&t=120148


Originally posted by PJHacker
Does anyone know how to edit the palette for the moving coins, and yoshi coins? I've been changing and unchanging all colors in the palette editor and I'm not seeing a difference.

For the moving coins, they use palette A. As for the dragon coin, its palette isn't directly editable, but as an alternative you can first disable it in the #lm{aniset} menu with the "Enable original game's palette animation" toggle, and then recreate the animation you want through the normal exanimation window #lm{exan}. If you're not familiar with exanimation (and particularly palette exanimation), you can check out this guide for more information.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Hey all, I had a question about line guided platforms.

Is there any way I can alter their speed? I want to make them super fast, but I can't seem to find a way to do that.
You can just call me Dr. Perky, you can also just call me Dan.


Originally posted by Dr Bob Dr Perky
Hey all, I had a question about line guided platforms.

Is there any way I can alter their speed? I want to make them super fast, but I can't seem to find a way to do that.

You sorta can, but you don't get very fine control with it. Lineguides are implemented as just a series of X/Y offsets that the sprite iterates through, which means you can only change a sprite's speed by changing the rate at which it goes through those offsets. This is why, if you use a sprite like the line-guided any sprite, you can only adjust the speed to a multiple of two (since just having it skip every other offset is easy). If that suits your purposes, you can just use that then.

You can technically get a bit finer control over the speed, but it requires a bit of ASM coding. For instance, if you want to make the sprite move 1.5 times faster rather than 2 times, you just add a bit of code that increases the offset index by an extra one every other frame, rather than by two every frame. The original game actually does this with fuzzies, grinders, and chainsaws, and you can find the code for that in the original code at $01D77A and $01D79C.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
Originally posted by Dr Bob Dr Perky
Hey all, I had a question about line guided platforms.

Is there any way I can alter their speed? I want to make them super fast, but I can't seem to find a way to do that.

You sorta can, but you don't get very fine control with it. Lineguides are implemented as just a series of X/Y offsets that the sprite iterates through, which means you can only change a sprite's speed by changing the rate at which it goes through those offsets. This is why, if you use a sprite like the line-guided any sprite, you can only adjust the speed to a multiple of two (since just having it skip every other offset is easy). If that suits your purposes, you can just use that then.

You can technically get a bit finer control over the speed, but it requires a bit of ASM coding. For instance, if you want to make the sprite move 1.5 times faster rather than 2 times, you just add a bit of code that increases the offset index by an extra one every other frame, rather than by two every frame. The original game actually does this with fuzzies, grinders, and chainsaws, and you can find the code for that in the original code at $01D77A and $01D79C.


Thank you for the help!

I'm very new to Lunar Magic and ROM hacking as a whole, and I've never coded in ASM before, but once I get a better grip on things, I'll definitely try to implement what you suggested.

Thank you again for the advice #tb{^V^}
You can just call me Dr. Perky, you can also just call me Dan.

Can someone tell me what all the different level modes do? Thanks!
The level modes change various things about the level layout. It is most commonly used to make a vertical level, or a level with a second tile layer.

Below that dropdown shows the effects of a certain mode. In the mode selected in the screenshot, the level has a vertical layout, has a BG (and not tiles) for the second layer, and Layer 2 has set to be not be interactable.


YY-CHR > Photoshop.


The commonly used ones are:

00 - Horizontal
01 - Horizontal + Layer 2 (no interaction)
02 - Horizontal + Layer 2 (interactable)
07 - Vertical + Layer 2 (no interaction)
08 - Vertical + Layer 2 (interactable)
0A - Vertical
0C - Horizontal + Dark BG (see level 004 for an example)
0D - Vertical + Dark BG
0E - Horizontal + Translucent Layer 3 Overlay (for fog)
0F - Horizontal + Layer 2 (no interaction) + Translucent Layer 3 Overlay
1E - Horizontal + Translucent Layer 1
1F - Horizontal + Layer 2 (interactable) + Translucent Layer 1

All others are either meant for the Mode 7 bosses, or unused. Also worth noting that as an alternative to the vertical level modes, you can do a horizontal level and change the "Horizontal Level Mode" dropdown to mode 1B for the same effect. This has the advantage of not breaking objects when they pass over screen borders, so it's easier to work with.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
The commonly used ones are:

00 - Horizontal
01 - Horizontal + Layer 2 (no interaction)
02 - Horizontal + Layer 2 (interactable)
07 - Vertical + Layer 2 (no interaction)
08 - Vertical + Layer 2 (interactable)
0A - Vertical
0C - Horizontal + Dark BG (see level 004 for an example)
0D - Vertical + Dark BG
0E - Horizontal + Translucent Layer 3 Overlay (for fog)
0F - Horizontal + Layer 2 (no interaction) + Translucent Layer 3 Overlay
1E - Horizontal + Translucent Layer 1
1F - Horizontal + Layer 2 (interactable) + Translucent Layer 1

All others are either meant for the Mode 7 bosses, or unused. Also worth noting that as an alternative to the vertical level modes, you can do a horizontal level and change the "Horizontal Level Mode" dropdown to mode 1B for the same effect. This has the advantage of not breaking objects when they pass over screen borders, so it's easier to work with.


Thanks for the info!
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