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How am I supposed to puzzle that together into a background?


Isn't there an easier way?
Isn't there a sample level? If not, then well... I guess you'll have to assemble it yourself. You could ask the one who ripped those graphics for a sample level if (s)he isn't inactive but if there isn't any, you're out of luck.
I'm currently trying to insert bullet bill shooters up and down but I'm not excatly sure how to do that and every time I insert like I would insert a sprite they game just gives me a black screen.

I'm guessing since it's a shooter, it's suppose to be inserted slightly different or something so my question is, how do you insert shooters?

Edited: Same goes with Generators I guess.

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My Youtube Channel for Hacking and Gaming.
Shooters are to be inserted like normal sprites, but you assign their IDs to anything from C0-CF. So basically the list should look like this:

00 normalsprite.cfg
C0 shooter.cfg
D0 generator.cfg
Originally posted by Iceguy
Isn't there a sample level? If not, then well... I guess you'll have to assemble it yourself. You could ask the one who ripped those graphics for a sample level if (s)he isn't inactive but if there isn't any, you're out of luck.

there is a sample level, but that doesn't do the trick

EDIT:
imported the Map16Page.bin to the wrong Map16 page...
me being super stupid again...
finally it works!
Originally posted by Iceguy
Shooters are to be inserted like normal sprites, but you assign their IDs to anything from C0-CF. So basically the list should look like this:

00 normalsprite.cfg
C0 shooter.cfg
D0 generator.cfg


Do I have to set it to a certain bit or just 2 like normal.

Also is CF and DF the furthest I can go?

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My Youtube Channel for Hacking and Gaming.
If the shooter uses the extra-bit, then you can also set it to 3. Usually it will be mentioned in the .ASM file if it uses the extra-bit or not.

Also yeah, CF and DF is the furthest you can go with shooters and generators.
Originally posted by Iceguy
Are you using HFD's addmusic? It does require the header to be there and a script was passed through most (if not all) songs in the music section to use one. So if you aren't using it, then you're going to have to ensure that any song you download has no header.

Originally posted by DarkBones
Once I manually removed it, it worked.

...yeah, the quotes say it all...but I'm using Romi's AddMusic, because I don't want to sit and learn a new Addmusic just so people can run a hack in BSNES/on a real SNES, especially since I can't even get BSNES to work. I have no way of telling if I inserted it right, but I don't use songs with echos, so I should be okay, right? ...uh, right???

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
I'm trying to get small Mario to jump higher then the rest.
this is the code I got for it:

Code
	LDA $19         ;If Mario power-up
	CMP #$00         ;is small
	BEQ youaresmall         ;go to youaresmall else
	BEQ Continue         ;go to Continue
	youaresmall:
	LDA $15         ;\ check if either B or A is pressed
	AND #$80        ; |
	BEQ Continue         ;if not go to continue
	DEC $7D         ;Jump higher (add more to jump higher)
	BEQ Continue         ;then goto Continue
	Continue:


Problem is, this somehow make all forms of Mario jump higher.
how do i fix this thanks

EDIT:
Quoteing makes this code more readable :/
First of all, CMP #$00 is unnecessary. A BEQ or BNE without a CMP is treated as following a CMP #$00. So just
Code
LDA $19
BNE Continue

will go to Continue when $19 is nonzero. If $19 is zero, whatever code comes after it will be executed as though nothing happened.

Second, you seem to be confused on the workings of branching. A BEQ does not change the behavior of later BEQs, so the second BEQ in your code will never branch (if the condition to branch - $19 being 0 - was met, the one before would have branched past it). Instead it'll just continue into the youaresmall code (which is why it makes all forms of Mario jump higher). You should also know that the labels are just there for xkas to put things together with, and do not appear in the actual assembled code, so you don't need to branch into a label like you do before the Continue: label.

(I hope I'm explaining this all well enough...)
GvS @smwcentral.net ~ u:11380
Alcaro: Thanks, I didn't see that one.
@Extroble:
Thanks for the big help and advice :) I think i understand most of it!
You can probally tell im still leaning asm #w{=3}

Also the code works thanks :)

EDIT:
How do I make a sprite make mario go through the "getting hit" animation without actually hurting mario?
I asked this earlier in the thread, but it seems to have gotten forgotten....
I have a problem with my exits from the overworld to submap, where even though one pair is set properly and works, another (set the same way just different names)won't work. And occasionally it will reset but all the time when I go to enter the submap mario walks on past the exit even though there aren't any paths there. Anybody able to help?

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So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


@ steeledminer,

You have to make sure the path lines up EXACTLY with the level tile, or else it will mess up, just like what is happening with you. If that doesn't work, consult someone else, but good luck
:)

How can you change the music that plays in the screen where you enter a castle or fortress?
I have a quick question, is it possible to change the auto-scroll speed mid-level? I wanted to have the auto-scroll go to slow mode for one screen to allow more time for collecting a Yoshi coin, and then speed back up to medium.

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
How do you change the music and palettes in a No Yoshi intro? I have it for one level.
Hi guys, I can't figure out how to change the OW music. I am using Perl's AddMusic, and I am putting in the right code to insert the music, but whenever I go to my OW, the sound isn't working. Please help, I really need to add OW music to finish my SMW hack. Thanks if anyone can help!

Originally posted by TheWhatMan
How do you change the music and palettes in a No Yoshi intro? I have it for one level.


The amount of stuff you would have to do in order to change these is just not worth it.

You would have to:
- Download the level entrance repointing patch
- Use the patch to repoint ALL of the intros to levels editable by Lunar Magic.
- Rebuild all of the intros from scratch.
- (The level cannot use Super GFX Bypass (which means no ExGFX), LM's ExAnimation, or custom palettes. This means in order to edit the palette, you have to edit the shared palettes.)
- Change the music like you would any other level.

It's just not worth it.
Originally posted by camoslash
@ steeledminer,

You have to make sure the path lines up EXACTLY with the level tile, or else it will mess up, just like what is happening with you. If that doesn't work, consult someone else, but good luck
:)

they are lined up exactly, but mario just keeps walking up, and reentering the same tile.

--------------------
So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


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Forum Index - SMW Hacking - SMW Hacking Help - Ask anything about SMW Hacking - 2019 Edition

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