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Q: Im trying to get the Switch Blocks to do the opposite, I want them to start off being solid blocks but once the switch is pressed they go to their outline state. Is there a hex edit or patch for this?
Well, I solved the problem... but... the sprite doesn't generate anything ._.

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Originally posted by 1UPdudes
Q: Im trying to get the Switch Blocks to do the opposite, I want them to start off being solid blocks but once the switch is pressed they go to their outline state. Is there a hex edit or patch for this?

You can either use ObjecTool, or you can look into these hex edits:

Originally posted by the ROM map
$0DB592 - Change F0 to D0, to invert the Green and Yellow Switch Palace blocks (solid before the Switch Palce, passable afterwards).
$0DB943 - Change F0 to D0 to invert the Blue and Red Switch Palace blocks.


yczedit: please don't use the code tags for ROM map stuff; it stretches the tables horribly
Originally posted by imamelia
Originally posted by 1UPdudes
Q: Im trying to get the Switch Blocks to do the opposite, I want them to start off being solid blocks but once the switch is pressed they go to their outline state. Is there a hex edit or patch for this?

You can either use ObjecTool, or you can look into these hex edits:

Originally posted by the ROM map
$0DB592 - Change F0 to D0, to invert the Green and Yellow Switch Palace blocks (solid before the Switch Palce, passable afterwards).
$0DB943 - Change F0 to D0 to invert the Blue and Red Switch Palace blocks.


I cant find the F0 when I search for the hex edit in transhexaltion.
Is there a way to make it like a hex adress?

yczedit: see above
@1updudes
Go into transhextion and press CTRL +G type in x0DB592 and x0DB943

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Please don't send me PMs about why JDCGames is down. That part of my life is over.
No, you have to convert the addresses to PC format. You want to change both x6B792 and x6BB43 to D0.
Thanks IceGuy! :D

I now have another question, How to disable the dust that appears when you turn. I know deleting certain GFX from the rom would work but Im unsure if they are used for other sprites.
Originally posted by ROM map
--$00FE4A--
routine to show little puff of smoke when mario turns around.
Length: 73 bytes, ends at $00FE92.

Place an RTS (60) here. The PC address is x0804A.

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<blm> zsnes users are the flatearthers of emulation
I'm not sure what happened but for some reason my hack something makes the left button act like B (as if i have 2 keys assigned to the same button but its only on the overworld). where do i go in the ROM to make sure it didn't somehow get corrupted (assuming a hex edit will help). If that turns out to not be the problem what could it be?
EDIT: it also happens with the down button and happens on the intro menu
im going to try a different emulator to make sure thats not the problem...
the problem appears to be that zsnesw 1.51 is treating "left" and "down" as "B + (whatever they are supposed to be)"
PROBLEM SOLVED: i had keys assigned to "player 3" on ZSNESW 1.51 while the "use PL3/4 as PL1/2" checkbox was checked
How would one go about changing the palette used by the ? and turn blocks when they are hit? Since they're currently set to use Mario's palette row it takes away three colors I could use.

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Originally posted by Binrazan
How would one go about changing the palette used by the ? and turn blocks when they are hit? Since they're currently set to use Mario's palette row it takes away three colors I could use.

Originally posted by the ROM map
10989 | $02:8789 | 8 bytes
Block Bounce Sprite Palette/GFX (YXPPCCCT)
01 - Turn Block with item / ! Block
02 - Note Block
03 - ?-Block
04 - Unused Side Bounce Turn Block
05 - Glass Block
06 - ON/OFF Block
07 - Turn Block

If you aren't familiar with the YXPPCCCT format, the wiki can help you.

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Get the official ASMT resource pack here!

Originally posted by ROM map
--$028789--
Block Bounce Sprite Palette/GFX (YXPPCCCT)
01 - Turn Block with item / ! Block
02 - Note Block
03 - ?-Block
04 - Unused Side Bounce Turn Block
05 - Glass Block
06 - ON/OFF Block
07 - Turn Block
Length: 8 bytes, ends at $028790.

Try this.

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<blm> zsnes users are the flatearthers of emulation
I saw this somewhere on the site, but I can't find it anymore.
How do I make goombas die with 1 hit?
Thank you for your time.
If you mean that the goomba die like in the modern mario games(getting squished), then you could read this.

OR if you want to make it easy, insert with Xkas(any version) this
simple patch.

EDIT:Fixed link.
Originally posted by Dakress
If you mean that the goomba die like in the modern mario games(getting squished), then you could read this.

OR if you want to make it easy, insert with Xkas(any version) this
simple patch.

EDIT:Fixed link.

Thank you very much for the help.
I made an automatic level, and the end glitches. What happened? IPS: http://bin.smwcentral.net/u/15846/auto.ips

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soundcloud / bandcamp / twitter / battle of the bits / buy our album
Something is wrong with the music, it crashes the end if you use it, you either patched something wrong or i don't know

Edit: Spelling error on a word <_<
I change my layout every 4-5 months
Assuming you used custom music, you probably need to patch more.bin, which requires you type in the following into cmd:

Code
Addmusic.exe *ROMNAME*.smc -se


That should insert it, and then re-insert the music. If it doesn't sound correct after that, perhaps the song requires a sample bank.

EDIT: The dodgy custom music is what is causing the end to glitch.
Thanks a lot!

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soundcloud / bandcamp / twitter / battle of the bits / buy our album
I've seen done before, in SMWCP II mainly, like SNN's Fantastic Elastic level. And Vic Rattleheads world one level too. The sprites react with the blocks and start bouncing with them. So when a Koopa walks onto a bounce block, it bounces and is affected by it.

How would I do this?
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