Askorium

do you like them video games? what about those there romhacks? well pop on in here and talk about them then! what are you waiting for?!
limepie20
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Re: Askorium

Post by limepie20 »

Are .bin files compatible with the new map16 editor in LM 1.9+? I'm sure there's a way to do it, but I don't know it! Help is appreciated.
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morsel/morceau
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Re: Askorium

Post by morsel/morceau »

there's a button 'import from file' or something on the editor, then select 'files of type: *.bin', unless I'm misunderstanding you.
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Re: Askorium

Post by swirlybomb »

Could anyone tell me what the Map16 code (the 'Act as: ___') is for blocks that crumble on contact but don't bounce Mario up?
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: Askorium

Post by limepie20 »

morceau/morsel wrote:there's a button 'import from file' or something on the editor, then select 'files of type: *.bin', unless I'm misunderstanding you.
Oh that was right. Thanks

swirlybum wrote:Could anyone tell me what the Map16 code (the 'Act as: ___') is for blocks that crumble on contact but don't bounce Mario up?
That is a custom block, my friend. You have to download Block Tool from smwc to insert it.
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Re: Askorium

Post by swirlybomb »

Oh! Is that block already in the A2MT baserom, or no?
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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limepie20
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Re: Askorium

Post by limepie20 »

Yes, it is.
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Re: Askorium

Post by tatanga »

Greetings.

Lately I've been attempting to alter Mario's walking and swimming acceleration underwater. I've just been using a hex editor and messing around with various ROM addresses. So far I've gotten some pretty wacky results, but nothing directly related to actual underwater physics.

If anyone has any suggestions on the best way to conduct my search, or has already found some information regarding this, please let me know.

Here (the first stage shown, Speed-Up Sea) is an example of the sort of thing I would like to do.
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Re: Askorium

Post by morsel/morceau »

I've just tried to simulate the effect in the VIP level.

Code: Select all

LDA $77		;Check if touching ground, left wall, or right wall.
	AND #$07
	BNE Return
	LDA $15		;If not, pressing right...
	AND #$01
	BNE FastRight
	LDA $15		;and pressing left...
	AND #$02
	BNE FastLeft
	
	Return:
	RTS
	
	FastRight:
	LDA #$1F	;will move you fast right,
	STA $7B
	RTS
	
	FastLeft:
	LDA #$E0	;will move you fast left.
	STA $7B
	RTS
I used this code in an underwater level and it seems to work. The only problem seems to be when Mario comes up against the wall, he flickers a bit, which wasn't the case in the VIP level, so there's probably a better way of doing things. Hopefully this gives you some ideas at least.
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tatanga
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Re: Askorium

Post by tatanga »

Super late reply, but thanks man, that works a lot better than what I had earlier.
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Re: Askorium

Post by Argumentable »

I'm trying to get an ExGFX file to replace some graphics in SP1, but they don't seem to be taking and it's just using the old graphic for some reason. I remember having this problem in ASMT as well, but I don't recall what I did to fix it. Any idea?
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Re: Askorium

Post by yoshicookiezeus »

There's a hex edit to fix that:
the ROM map wrote:02639 | $00:A439 | 1 byte
Change [F0] (BEQ) to [80] (BRA) to prevent various tiles in SP1 to be overwritten (which meant using ExGFX for them would have no effect). This does not affect tiles 00-09, 10-19 and 7F of SP1.
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Re: Askorium

Post by Argumentable »

That's weird, I know I never used hex edits in ASMT so I'm really curious how I did it before
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Daizo
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Re: Askorium

Post by Daizo »

Is there a way on how to edit layer 3 without using Terra's Stripe? Why? Terra's Stripe keeps crashing every time I open the rom with it, another reason being is because a user named "imamelia' mentioned that there is another way to do with Racing Stripe but I don't know how to insert stim (Is that the files name?) images to SMW. :cry:

How do I do it?
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Links above if you want to check 'em out... or not, since these are overlooked.
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Re: Askorium

Post by aterraformer »

Hey, so there are some SMW ports that like I don't know somehow do not exist anymore and it really bothers me since there are some really good ones. Do they not workHere is the list:

Final Fantasy Legends II/Saga 2 - Boss (ASMT/VIP4)
Hi No Tori (I forget but a few)
Penguin Adventure (MSX) - Forest Path (Meltdown in the Mushroom Kingdom)
Sonic 3 - Chrome Gadget (I'm pretty sure I heard it in this hack)
Seascape: Marina Madness - Knuckles' Chaotix (A few hacks)
Zombies Ate My Neighbors - Evening of the Undead (ASMT/SMWCP)

Speaking of VIP4, how would one go about doing a Mega Man like water physics like in one of the third rooms of Bowser's Castle seen at 2:30 in this video: http://www.youtube.com/watch?v=JOWRr3XKigA

Thank you!
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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Re: Askorium

Post by yogui »

Some of these songs are at smwcentral. Or used to be.
If they aren't, look in the legacy ports : http://www.smwcentral.net/?p=viewthread&t=53444
It contains all the custom musics that were before on smwc and were removed. However some files have wacky filename so finding what you want would be hard. I know that the song Zombies Ate My Neighbors - Evening of the Undead is in zamneotu.zip.

For the Megaman water physic things I think it's just the gravity of Mario that was changed. I think there is a custom sprite/generator to change the gravity. I think, I'm not sure.
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aterraformer
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Re: Askorium

Post by aterraformer »

After looking through, I was still unable to find:
Final Fantasy Legends II/Saga 2 - Boss
Hi No Tori
Penguin Adventure - Forest Path
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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morsel/morceau
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Re: Askorium

Post by morsel/morceau »

FFL2 is one of gocha's: http://www7.atpages.jp/smw/view.cgi/1228965036/

The other two came with the original addmusic (see titles.txt):
originaladdmusicsongs.rar
(21.1 KiB) Downloaded 45 times
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aterraformer
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Re: Askorium

Post by aterraformer »

Thanks so much yogui and morsel/morceau! FFL2 and some of the Legacy ports don't work with BSNES but most that I want to use seem just fine with addmusicK. Hopefully I'll be able to figure out a way to fix them.
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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Re: Askorium

Post by Zygl »

I would like to code myself some bosses and other assorted sprites with Tessera.
Problem is, the sprite tutorial I've been using to learn how to do this (this one) is for SpriteTool. You'd think it'd be an easy matter for me to adapt the instructions of the tutorial for my purposes - and I'm sure it is - yet my upside-down oddly-colored mushroom that does nothing breaks the game when it gets loaded.
I see nothing wrong with its coding, as far as I can tell it matches the example in every manner that matters and it's obviously not bringing up errors on insertion, so there's most likely some less obvious difference between the two tools I haven't accounted for.
So what is it? Do I not need those 4 redundant-looking INYs or something?
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Paralars
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Re: Askorium

Post by Paralars »

Oh God, I remember reading that tutorial multiple times and never understanding the necessity of the

Code: Select all

INY
INY
INY
INY
part.
That aside, of course it's hard to tell if there is anything wrong with your code if you don't show it.
Me being not a very good asm person, I suggest if you were going to make relatively simple sprites, to try and tweaker/cfgedit/redraw some of the already existing sprites/custom sprites.
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Re: Askorium

Post by Zygl »

Paralars wrote:Oh God, I remember reading that tutorial multiple times and never understanding the necessity of the

Code: Select all

INY
INY
INY
INY
part.
Yeah, especially since right after that there's an LDY #$02. And it apparently isn't necessary...
That aside, of course it's hard to tell if there is anything wrong with your code if you don't show it.
...since as it turns out logic is a thing, so I figured out how to make it not break everything by just looking at one of the sprites that came with the tool like a sensible human being. Now I just need to figure out how to set the YXPPCCCT properties...
...Which I'm not understanding. How do you pull the properties from

Code: Select all

LDA $15F6,x
ORA $64
without doing anything else with either of those RAM addresses anywhere that I can see?

e: So, hey, here's a novel idea, why don't I learn to read all the documentation before I come here and post stupid questions?
(Yeah, I figured it out. It was stupidly obvious. CFG file. I'm an idiot.)
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Re: Askorium

Post by yoshicookiezeus »

Paralars wrote:

Code: Select all

INY
INY
INY
INY
Those are only necessary if your sprite uses more than one graphics tile. Each tile uses four bytes of data, so once you have stored the data for one, you need to increment the index to the tables so that you don't overwrite it with the next tile.
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Paralars
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Re: Askorium

Post by Paralars »

I thought that was what it's supposed to do, I just don't get how that would even have any effect if you put
LDY #$02 right after
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Re: Askorium

Post by Zygl »

yoshicookiezeus wrote:
Paralars wrote:

Code: Select all

INY
INY
INY
INY
Those are only necessary if your sprite uses more than one graphics tile. Each tile uses four bytes of data, so once you have stored the data for one, you need to increment the index to the tables so that you don't overwrite it with the next tile.
Right, so in the example sprite it's as redundant as it looks, but in anything with multiple tiles the fact that the code loops a few times means it's not immediately before the LDY #$02 until the last run through the loop, meaning it isn't immediately negated. I get it now. Also my experimental 32x32 pile of animated garble is showing up in its entirety. Thanks!
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Re: Askorium

Post by Validon98 »

So, I'm trying to give a custom block an animated texture. How do you create an ExGFX with the graphics for the animation and insert it properly into Map16 so that when I place the block it, it has the proper animation? None of the tutorials I've found actually detail how any of that works. It's just "insert the ExGFX and then you can access it in Map16," without saying what exactly to do.
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