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With Romi's Spritetool, you can insert up to 192 (C0 in hex) different normal sprites, not counting that some of them change behaviour when you set the extra bit.

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<blm> zsnes users are the flatearthers of emulation
Is there any way to have SM2 style grass patches which give keys and shyguys?
I'm super new to Lunar Magic. Why are some of the sprites glitchy in the sprite selection box?
SMW can only load a certain number of graphics at once - these are broken into tilesets. So there is the ghost house tileset, the underwater, etc. So if you try to use a sprite that isn't part the current tileset, it will be glitched becasue the correct graphics are not loaded.

You can change a level's tileset with the purple poison mushroom button.

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Your layout has been removed.
what is it that allows a player to move from a level to a specific area in the OW?

I know I asked this in a separate thread, but so far only 1 person has responded, telling me to install ActivePerl, when I have already done that. It has been more than an hour since any activity on that thread, and I am getting rather impatient.

So, the problem is as follows:
On the Variable Width Font Cutscene Tool, I double-click Perl.bat but instead of creating an ASM file it creates some random file titled vwftool.pl and opens it in notepad. Colossal fail. -_- How do I fix this?

To avoid any answers that I have already tried, I will list everything I have done so far.
1) Downloaded the Variable Width Font Cutscene Tool.
2) Downloaded the "special" Xkas and replaced the one in the SpriteTool folder with it.
3) Downloaded and installed ActivePerl.
4) Typed cutscene into txt file and saved it in Msg folder.
5) Listed my cutscene in list.txt.
6) Double-clicked Perl.bat. < This is where the problem occurs. Instead of creating an ASM file it opened some file titled vwftool.pl in notepad.
“ Welcome to the world of girl love. It's slippery when wet! ”
— Aristotle

Check out Super Luigi: The Regular Quest!
Q:

Im using the Toroko sprite by Sonniku. When the level ends I want it to show Boss Seqeunce 3, However it goes straight to the OW. Ive checked to see if any other levels have being made to use it and they have not. Any help?
Originally posted by 1UPdudes
Q:

Im using the Toroko sprite by Sonniku. When the level ends I want it to show Boss Seqeunce 3, However it goes straight to the OW. Ive checked to see if any other levels have being made to use it and they have not. Any help?


possibly try changing the boss sequence level in the OW editor it's under "overworld" in the menu bar.
Does anyone know how to change the palette used by message block messages, layer 3 water, layer 3 crushing pillars, and just about every other layer 3 effect (to allow custom palettes to be used for those layer 3 effects without affecting the status bar)?

–=–=–=–=–=–=–
Alyssa's Unlikely Trap - Zeldara's Glitch City
Originally posted by Zeldara109
Does anyone know how to change the palette used by message block messages, layer 3 water, layer 3 crushing pillars, and just about every other layer 3 effect (to allow custom palettes to be used for those layer 3 effects without affecting the status bar)?

One possible way is to use Terra Stripe and manually edit the palettes of the tiles to fit your need.
Looking in the ROM Map, I have found these:

Originally posted by ROM Map
$00A00A: Pointer to the layer 3 crusher palette.

Originally posted by ROM Map
02E06 $00:AC06 2 bytes Palette Layer 3 Palettes Pointer
02E0B $00:AC0B 2 bytes Palette Layer 3 Palettes Starting Index
02E10 $00:AC10 2 bytes Palette Layer 3 Palettes X-Span -1
02E15 $00:AC15 2 bytes Palette Layer 3 Palettes Y-Span -1

I'm not too sure if these are the right things to modify - but if that doesn't work, then I think Terra Stripe should work, unless you want it level dependent, in which case, I am not too sure.
I've been making some hex edits for the jump height for the player, so far i've gotten everything to work as i want except for the jump height while walking is still how it was originally set. Does anyone know what the problem could be?

Here's what i've gotten so far

I've also added the Small Mario health patch along with the walljump patch. I would also want some help on lowering the height of the wall jump.

Small mario health patch
Walljump patch


Edit: Just want to mention
Originally posted by ROM Map
054C5 $00:D2C5 1 byte Mario physics Jump height while walking

Does not work

Just because I'm interested. Why do rewinds in ZSNES stop any kind of N-SPC commands (echo for example)?

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I need this effects, but the downloadlink in video discription is broken, can anyone help me?

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PM this guy.
where are the codes that adjust the p-meter in the status bar?

edit: (i΄m talking of the p-meter patch)

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Super Mario World: Bowser Darkness (Downolad beta now!)




Super Mario Epic 2 DX
COOMING SOON...

I'M BACK

Userbars:

Originally posted by mengrid
where are the codes that adjust the p-meter in the status bar?

edit: (i΄m talking of the p-meter patch)

Since what you're asking is quite vague, I'm going to go over everything I know about this patch by just looking over it.

If you are talking about the location of the p-meter on the status bar, then go near the end of the ASM file and find this:

Originally posted by ASM File
ORG $8CA9
db $3D,$3C,$3D,$3C,$3D,$3C,$3D,$3C ;Arrange the statusbar so the P-meter can fit in...
db $3D,$3C,$3D,$3C,$3E,$3C,$3F,$3C ;
db $FC,$3C,$2E,$3C ;


The values I put in red are the triangles, and in green are the P logo. You can see towards the end of the code that $2E is the coin, so you don't have much space so move things around. If you really wish to move things around, go to your hex editor (don't edit anything) and see what you want to replace bu using this image:

The hex editor is useful as you know the address where you want to start, so if you want to get rid of the word 'MARIO', then you would change the address from ORG $8CA9 to $8C89, and edit the tiles accordingly, such that the coin graphics aren't there anymore (tile $2E). Note that every other value is the palette (I think, but you needn't change that.)

An example would look like this:

Originally posted by ASM File
ORG $8C89
db $3D,$3C,$3D,$3C,$3D,$3C,$3D,$3C
db $3D,$3C,$3D,$3C,$3E,$3C,$3F,$3C


And then you would use SmallHacker's Status bar editor to move the lives counter, and then input an 'L' for lives or something.

If you want to just change what tiles are used, then find this towards the top of the ASM file:

Originally posted by ASM File
!EmptyTri = $3D ;Empty tile of triangle
!FillTri = $70 ;Filled tile of triangle

!EmptyLP = $3E ;Empty tile of P, left side
!EmptyRP = $3F ;Empty tile of P, right side

!FillLP = $71 ;Filled tile of P, left side
!FillRP = $72 ;Filled tile of P, right side


And just change the values using YYCHR to get the tile numbers.

I hope I answered your question.
Sorry but I wasnt clear or i didnt understand you: I wanted to know how to move all the p-meter to another place in the status bar

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Super Mario World: Bowser Darkness (Downolad beta now!)




Super Mario Epic 2 DX
COOMING SOON...

I'M BACK

Userbars:

Originally posted by mengrid
Sorry but I wasnt clear or i didnt understand you: I wanted to know how to move all the p-meter to another place in the status bar

Yeah that would be the first part of my post - the one with Green and Red values - if you wish to move it further along to the left or right, you need to adjust the ORG value up and down. If you are still confused, feel free to tell me where exactly you want it and I'll give you the values you need.
What is HDMA/DMA???
And no, I dont whant the n00b answer"color gradients on the backround".

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