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How to use a patch

Ok, I probably shouldn't do this, this is sort of a continuing of my "level start" thing but I had a question about it and nobody seemed to want to respond so I thought maybe someone just forgot about the post or something, so, sorry if this is against the rules, but how do I use the patch that lets you change the level start message? I installed it, how do I use it?
You need to open MarioStartEditor in a text editor. Recommended Windows Notepad or Notepad++. Next you should download MARIO and LUIGI START! data to figure out which numbers equal the GFX tile placement.

You also need to make your own GFX 0F to change the text to what you want.

I don't think I explained it to well but that's the basics of it.
WARNING: GIANT WALL OF TEXT AHEAD


Well, I looked at it for a while and I think I understand it. I have never used it myself, but it looks like tilemaps and YXPPCCCT and I am familiar with all of that.

First step would be to change GFX0F.bin to have the words you want in it. (Oh, really?)

After that I might get a piece of paper, mspaint, or some ASCII skills to plan out what tile will go where. It may end up looking something like this:

|----|----|----|
| 00 | 0C | 03 |
|----|----|----|
| 0A | 06 | 16 |
|----|----|----|

Maybe it reads DIE HI! or something.
Tiles 00 and 0A could be the top and bottom of the H
Tiles 0C and 06 could be the I, etc.

Then it needs to be converted to this abstract format:

0F Num
__________

00 | 00
01 | 01
02 | 02
03 | 03
04 | 04
05 | 05
06 | 10
07 | 11
08 | 12
09 | 13
0A | 14
0B | 15
0C | 4A
0D | 4B
0E | 4C
0F | 4D
10 | 4E
11 | 4F
12 | 5A
13 | 5B
14 | 5C
15 | 5D
16 | 5E
17 | 5F

This is because the game loads into GFX10 (overworld sprites) for some reason.

So the HI! table above would now be:

|----|----|----|
| 00 | 4A | 03 |
|----|----|----|
| 14 | 10 | 5E |
|----|----|----|

In my opinion that might be the most tedious part.
We must now put this into MarioStartEditor.asm in a way that the game can understand. The game seems to use top and bottom rows seperate and in reverse order. Yeah, that makes my life so much easier.

The first row of numbers would be
Code
db $03,$4A,$00

because it is now in reverse order

The second row would be
Code
db $5E,$10,$14

Understand?

Finally, that's over with!
Now all we need to do it set the palette, priority, and x/y flips. Forget what I said earlier, THIS is the most tedious part. Let's just call this ALL tedious, just like the rest of ASM and ROM hacking, right?

Let's just start with the top row. In reverse order. Hooray.
This uses XYPCCCTT, which is the property format in binary. Each letter group means:
Originally posted by SMWiki

X : X flip
Y : Y flip
P : Priority
CCC: Palette
TT : Bits 9 and 8 of tile number


The first tile, 00, top of the H, we want in palette C. Now this will be at the end of the line of numbers because it is all in reverse order.
If we wanted a y-flip, no x-flip, and palette C it would be:
Code
01010000

Don't get overwhelmed. It's not as hard as it looks.

The 1st bit, 0, is because we want dont want an x-flip
The 2nd bit, 1, is because we want at y-flip
The 3rd bit, 0, are the priority. Keep this 0.
The 4th, 5th, and 6th bit are the palette. We wanted palette C. The palette table is:
Originally posted by SMWiki

000 = Palette 8
001 = Palette 9
010 = Palette A
011 = Palette B
100 = Palette C
101 = Palette D
110 = Palette E
111 = Palette F

The 7th and 8th bits, 10, is the second page bit. I would keep these as 10.

Now we use windows calculator (opened by Winkey+R then type "calc") the convert binary to hex! Make sure it is in programmer or scientific mode. Done using the view dropdown bar.

I just tried this myself and it was indeed very difficult, but it changed the text. Some stuff looked glitchy, but I didn't try very hard. I hope you can get this working.

Just pray that it works. If it doesn't, I may still be able to try and help.