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Re: Askorium

Posted: 19 Apr 2013, 01:05
by DishSoapBunny
Paralars wrote:It means you have to substract DC from your level number, in hex.
That's because the main level numbering skips from 24 to 101

You can use the windows calculator and set it to hexadecimal to substract DC from your level's index.
Thanks.

Re: Askorium

Posted: 19 Apr 2013, 16:33
by swirlybomb
Okay, I'm having some trouble here...

So I properly inserted one song, and it works perfectly. But then I tried inserting another song I want to use, and it doesn't work at all, and even cuts out all of the game sound too. Thinking it could just be something wrong with the individual song file, I tried inserting a couple other songs as well, but they also did the same thing (no sound whatsoever). I've tried rejiggering the song slots around too, but only the first song works regardless of what the slots are.

?????
If it needs to be known, the first song is the one I was given, the Mario All-Stars version of the Mario 2 level theme (this is the one that works), and the others I tried were:
Donkey Kong Country 3 - Water World
Apollo Justice - Moderato 2007
Banjo-Tooie - Jolly Roger's Lagoon (Atlantis)
The latter three I got from SMWCentral, as opposed to the first, which I got in my box, if that makes any difference somehow?? They're not indicated to, say, use custom samples or anything, and I can see all three working properly on the 'smwmusiccustom' channel on Youtube, so ???

Re: Askorium

Posted: 19 Apr 2013, 19:20
by Argumentable
If it has one, try deleting the header in the actual music file (the block of text at the top, the whole block) and reinsert

Re: Askorium

Posted: 20 Apr 2013, 03:18
by swirlybomb
No dice

I tried deleting various interpretations of the header, but same results each time (zero game sound). I really hope I'm not just missing something super-obvious.

Re: Askorium

Posted: 20 Apr 2013, 16:49
by yogui
Have you inserted the custom sound effect with addmusic4.05 (in cmd type addmusic yourrom.smc -se )
Do your music have the correct header aka $ED $80 $6D $2B $ED $80 $7D $00 $F0 (for overworld header replace $2B with $68 )

Re: Askorium

Posted: 21 Apr 2013, 03:20
by swirlybomb
yogui wrote:Have you inserted the custom sound effect with addmusic4.05 (in cmd type addmusic yourrom.smc -se )
This was the solution, it seems!!! Thanks a lot.

Re: Askorium

Posted: 21 Apr 2013, 20:21
by DishSoapBunny
I hate to ask for help with something I got for my box, but I can't figure this out at all. I would appreciate any help.
I got the kirby warpstar sprite for my box. I've been able to get it in my level with correct graphics. And I've been able to get it to take me out of the level. But it doesn't teleport me where it is supposed to. Instead, it sends me to a glitched test level. This is what I have for the values:

Setup LDA $13BF ; Loads Level number (if >24, add DC)
CMP #$3D ; Level 119
BEQ TELEPORT_00 ; Branches to TELEPORT_00 if it's level 119.
LDA $13BF ; Loads Level number (if >24, add DC)
CMP #$0A ; Level 10
BEQ TELEPORT_01 ; Add more of these if you wish
BRA DEFAULT_TELE

TELEPORT_DEST_00 = $0106 ;set this to where you want to head when you teleport
PROPERTIES_00 = $00 ;
TELEPORT_DEST_01 = $0106 ;These levels are numbered as you see them in Lunar Magic
PROPERTIES_01 = $0A ;used as secondary exit and water flag on (see properties comments below)
TELEPORT_DEST_DEFAULT = $0033
PROPERTIES_DEFAULT = $00

I'm trying to make it teleport from level 119 to level 106. What am I doing wrong? Thank you.

Re: Askorium

Posted: 25 Apr 2013, 05:04
by swirlybomb
argh

Image

I'm not sure why this is happening, since these are the ONLY two sprites in the area and I'm pretty sure I don't have any resource-increasing thing going on. It's probably something obvious that I'm not aware of.

(obviously the level is in the 'super rough draft' phase (ie. the cement blocks))

Re: Askorium

Posted: 25 Apr 2013, 06:14
by Redbone
You have to change the level's Sprite Memory range via the Change Properties in Sprite Header (the latiku icon), because some settings don't work well with some sprites. Setting 0E should work I believe, since it's the one made for and used in castles.

Re: Askorium

Posted: 25 Apr 2013, 09:22
by yogui
Yeah, sprite memory need to be changed for that sprite. Either look at a unmodified SMW level where ball n chain appears and use the same sprite header (= header 0E) or apply the no more sprite tile limit patch and chose header 10.
See my previous post for more info.

Re: Askorium

Posted: 27 Apr 2013, 00:44
by QuietProtag
Why does the big boo always do this? When I put Big Boo in the level, Mario and the other sprites disappear...




Is there something that I don't get, I don't know? Someone can help me on this, please?

Re: Askorium

Posted: 27 Apr 2013, 00:53
by aterraformer
swirlybomb wrote:*sprite limitation*
luigiman09 wrote:*sprite limitation*
<I NO LONGER RECOMMEND THIS METHOD>

Re: Askorium

Posted: 27 Apr 2013, 01:22
by QuietProtag
I tried and it dosen't work. The big boo in the level still make Mario disappear...

Re: Askorium

Posted: 27 Apr 2013, 01:32
by Argumentable
Try changing your sprite memory to 0B or something

Re: Askorium

Posted: 27 Apr 2013, 01:44
by QuietProtag
Argumentable wrote:Try changing your sprite memory to 0B or something
Thanks! My problem is solved, now.

Re: Askorium

Posted: 29 Apr 2013, 05:35
by swirlybomb
Redbone wrote:You have to change the level's Sprite Memory range via the Change Properties in Sprite Header (the latiku icon), because some settings don't work well with some sprites. Setting 0E should work I believe, since it's the one made for and used in castles.
yogui wrote:Yeah, sprite memory need to be changed for that sprite. Either look at a unmodified SMW level where ball n chain appears and use the same sprite header (= header 0E) or apply the no more sprite tile limit patch and chose header 10.
See my previous post for more info.
I should have figured that was the case! I just didn't fiddle around with the Sprite Memory because it looked like total gibberish to me and I didn't want to muck anything up. Looking at vanilla levels should help in the future (unless there's documentation somewhere that details what should be used for what)- or the patch would work too.

Anyway, thanks!

Re: Askorium

Posted: 28 May 2013, 22:13
by TheSVSexton
I'm wanting to do a translation hack of Hyper 1, but I can't find any lowercase letters in the rom. How can I put them there/find them?

Re: Askorium

Posted: 23 Mar 2014, 13:35
by Zinfandel
e: nevermind

Re: Askorium

Posted: 23 Mar 2014, 15:32
by Zinfandel
e: nevermind

Re: Askorium

Posted: 23 Mar 2014, 19:21
by aterraformer
Can someone tell me in explicit detail how to open up and play a Zelda Classic quest?

Re: Askorium

Posted: 08 Apr 2014, 23:50
by damonp
Um.... Where do you get the MaGL X level pack? I'm tired of digging for it...

Re: Askorium

Posted: 08 Apr 2014, 23:54
by pholtos
Won't be out until the whole LP is over with.

Re: Askorium

Posted: 09 Apr 2014, 00:02
by damonp
Well, that sucks... where will it be put when the LP is finished?

Re: Askorium

Posted: 09 Apr 2014, 05:24
by S.N.N.
Probably in a global announcement or in this forum. It won't be hard to spot - I guarantee the people involved in it will make the links as "out there" as they possibly can.

Re: Askorium

Posted: 16 Apr 2014, 22:06
by LatexHydra
How do you transfer a rom onto a SNES cartridge?