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The General Resource Help Thread

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EDIT: Found it. It's called TalesWeaver - Sunrise.
~ Chika-chan is best girl. ~
Originally posted by Doopliss
This one is eating away at me. I think it's really good, but I don't know what it's called. If memory serves, it's used as a submap song in JUMP.

https://bin.smwcentral.net/u/22326/Unknown%2BSong%2BName.mp3


Get the JUMP resource pack here and check all SPCs to see what you want.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Originally posted by Isaque World
Hey guys, does anyone have thisif you have this link, fix this link and send it here, please, I beg you. and also correct this pack, I hope you know the right spcs that come from these videos here


It’s kind of impossible to help you when the first two links are broken and we don’t know what they’re supposed to be. Additionally, what are you looking for from the YouTube video? It seems like it’s an entire soundtrack!
Originally posted by quietmason
Originally posted by Isaque World
Hey guys, does anyone have thisif you have this link, fix this link and send it here, please, I beg you. and also correct this pack, I hope you know the right spcs that come from these videos here


It’s kind of impossible to help you when the first two links are broken and we don’t know what they’re supposed to be. Additionally, what are you looking for from the YouTube video? It seems like it’s an entire soundtrack!

You can remove the "smwcentral.net" in second link, there it works, i'm looking for link fix of ost of this ports.
You have the "Mother 3 - NKC by Dominator"?
How do I make this song echo, I have this song, but it has no echo, and that was since 2010 (I think).
You will realize that there is an echo in this song, in the Big Brawler video, and in TheCramMario video, doesn't have echo, because in TheCramMario video, this duration it is wrong, the length wrong is "2:55", and the length correct is "2:45
'If you have fix this broke link. And in Super Mario /v/orld, you must fix

Beach (Part 1) - Plok "length 1:40"
Beach (Part 2) - Plok "length 3:26"
Battle 1 - SaGa Frontier (version 1.2)
Umibe Theme - Umihara Kawase "length 2:12"

This Umibe Theme, was retired of game. The detail correct is

#spc
{
#title "umibe"
#game "Super Mario World (custom)
}

I'm talking about what happened in the third link of the two soundtracks in a folder
Your layout has been removed.
Originally posted by Anas
Originally posted by Doopliss
This one is eating away at me. I think it's really good, but I don't know what it's called. If memory serves, it's used as a submap song in JUMP.

https://bin.smwcentral.net/u/22326/Unknown%2BSong%2BName.mp3


Get the JUMP resource pack here and check all SPCs to see what you want.




Thank you very much!
~ Chika-chan is best girl. ~
Originally posted by Anas
Originally posted by Doopliss
This one is eating away at me. I think it's really good, but I don't know what it's called. If memory serves, it's used as a submap song in JUMP.

https://bin.smwcentral.net/u/22326/Unknown%2BSong%2BName.mp3


Get the JUMP resource pack here and check all SPCs to see what you want.

Thanks for this pack anas.
I found also the pack of the JUMP1/2
Your layout has been removed.
i know this is slightly outside the norm for this thread, but does anyone have the spcs from final round of idol 5 on hand?
Does anyone know the block which cartesius uses for his second last level in shells redeemer, where you get a cape when falling through / touching that specific block?
Imagine a signature here
Originally posted by Gulaschko
Does anyone know the block which cartesius uses for his second last level in shells redeemer, where you get a cape when falling through / touching that specific block?


i dont know but it might be this
I am looking for a couple of lists of information. I'm not certain what the correct terminology is, but I'll describe what I am looking for.

When I open the 16x16 tile map editor in LM, each tile has a description a "tile number" and an ACT value.

For instance: Red Berry is 45 and ACT 45.

I would like a comprehensive list of all these descriptions and values. Where can I find it?

Also, when using tweaker, there is a sprite number, description, and a bunch of associated information. I am particularly interested in the associated ASM pointer value.

Is there a list of all sprite numbers, descriptions, and ASM pointers (other info from tweaker would also be nice...)?

Those are my two big lists I am looking for right now.

1) tile list with info e.g. (Red Berry is 45 and ACT 45.)
2) sprite list with info e.g. (Green Koopa, no shell is 00, asm pointer is 8904)


If there are other similar lists you think I may want to know, please let me know.

Thank you


Originally posted by ExcellentPlant
When I open the 16x16 tile map editor in LM, each tile has a description a "tile number" and an ACT value.

For instance: Red Berry is 45 and ACT 45.

I would like a comprehensive list of all these descriptions and values. Where can I find it?

These values are typically referred to as the "acts-like" value. For custom Map16 tiles, it defines what tile from the original game it should inherit basic interaction from. All of the tiles 000 through 1FF are the original game's tiles, and should remain set to the same number as the tile itself (i.e. tile 0 should at like 0, tile 1 like 1, tile 2 like 2, etc.).

There are a few notable tile numbers that are commonly used for custom blocks, though:
- 0: water
- 4: lava
- 25: empty block
- 12F: muncher (solid, and hurts Mario when touched)
- 130: solid block
25 and 130 are the most common ones for custom blocks.

Originally posted by ExcellentPlant
Also, when using tweaker, there is a sprite number, description, and a bunch of associated information. I am particularly interested in the associated ASM pointer value.

Is there a list of all sprite numbers, descriptions, and ASM pointers (other info from tweaker would also be nice...)?

You can find the sources of those in a disassembly of the ROM, though you'll need to learn ASM to really be able to read it.
Regardless, though, there are a few different disassemblies to choose from depending on whichever works best for you, though my preferred is smw-irq (some other options are SMWDisC, an older disassembly, and SMWDisX, which supports the JP and EU versions of the game). I have documented versions of banks 1-3 here as well. These three banks notably contain most of the sprite-related code in the game.

In particular, the ASM pointers for each sprite mostly come from two large tables at $01817D and $0185CC. The first points to each sprite's INIT routine (which runs one time, when the sprite spawns) and the second points to each one's MAIN routine (which runs every frame after INIT until the sprite despawns). You can find a particular sprite's INIT/MAIN routine by locating its entry in those tables.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
I have documented versions of banks 1-3 here as well. These three banks notably contain most of the sprite-related code in the game.


Thanks. I found the list of sprite numbers in the comments in bank 1
(Like 00: green koopa - no shell).

I wasn't able to find a similar list of tiles that matched names to numbers. Just scattered references to particular tiles (like the berry tile in a routine for yoshi eating).



I'm going to dig into the table of INIT routines next.


If you're looking for how the map16 tiles are defined, the original game's tiles just process Mario interaction as part of a massive routine at $00EADB (and sprite-object interaction at $019138). This routine is, to put it lightly, almost unreadable, due to it combining the logic of almost every single tile into one very long code.

Instead, if you want to determine what a particular Map16 tile does, just read LM's description of it instead.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
Instead, if you want to determine what a particular Map16 tile does, just read LM's description of it instead.


This is more or less what I am after. But it be nice to have a text list instead of having to interact with a specific program every time I want information (or having to compile the list one at a time - transcribing it from LM).

Just want to know tile names and associated constants.
To trigger the Elite Paratroopa sprite, you need to enable extra bit or extra byte?

If they are unable to be found inside of the Elite Koopa asm file itself, is there a way to obtain them?


Have a frost day~
Puyo Maguro World Creator
Originally posted by Anas
Originally posted by Doopliss
This one is eating away at me. I think it's really good, but I don't know what it's called. If memory serves, it's used as a submap song in JUMP.

https://bin.smwcentral.net/u/22326/Unknown%2BSong%2BName.mp3


Get the JUMP resource pack here and check all SPCs to see what you want.

Wow, this pack is cool, finally i found this pack and of the JUMPhalf, and from YUMP 2, thank you, i will make the OST of this hack
Is there any ressource available allowing to make a vertical 1-screen large level with a smashing spike that moves up as the player does?
This
(smashing up, but smashing down is as good, at least)
I don't think vanilla would allow it
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
VLDC12 - 72HoKaizo#1
Is there an issue with Podoboo's and vertical levels? Just want to know what's causing mine to despawn. It's either that or the left spawn glitch thing.
No, podoboos don't work well in vertical levels (for some reason). I haven't tried it yet, but try this disassembly.
Please. What SMW block must I use to make sure the ON/OFF block do these effects...

ON


OFF


...and that the opposite color must be different?

ON


OFF

Currently working on The Mario's Greatest Adventure, Mario & Stitch vs. Devil Ztar: Part I and Super Mario World Re: Master Quest 1. My next projects will be Mario & Stitch vs. Devil Ztar Part II & Part III (MSU-1 only). List Graphics. OLDC 2021.Online BG Ripper.
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