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Patch Discussion: Request, discussion, and general

we don't need no edu - I mean, these threads, anymore.
RomHaxMax
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Re: Patches, Tools, and Hex Edits

Post by RomHaxMax »

um im working on my HDMA gradient for one of my levels and it always crashes and corrupts the rom. Help/Advice?
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limepie20
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Re: Patches, Tools, and Hex Edits

Post by limepie20 »

Your code may be wrong, you couldve inserted Levelasm incorrectly, or you used the Levelasm from smwc and not the one made for the baserom.
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Re: Patches, Tools, and Hex Edits

Post by RomHaxMax »

well i was just using it to test my asm so i used the smw central 1 and if the code worked correctly, i would submit the one for the baserom
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limepie20
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Re: Patches, Tools, and Hex Edits

Post by limepie20 »

Smw central 1? Did you mean normal smw?
Also, to make sure the code is inserting correctly, just take out the code you have and put in 'INC $19'. You'll know if it inserted correctly.
If it's inserting fine post tge code here and I'll make sure it's fine.
And if you're using normal asm did you put freeram where it told you to?
RomHaxMax
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Re: Patches, Tools, and Hex Edits

Post by RomHaxMax »

ill re-do the freeram part and see what happens
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Re: Patches, Tools, and Hex Edits

Post by RomHaxMax »

is there anyway in my level's levelcode.asm,in addition to my HDMA, to make it use a specific song once you go through a pipe instead of keeping the same song or using the one designated by lunar magic?
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limepie20
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Re: Patches, Tools, and Hex Edits

Post by limepie20 »

Yes it is somewhere in the asm thread ill edit it in.

edit:

Code: Select all

level105:
!MySongNum = #$03
!ScreenNum = #$04

   LDA $7EC100
   CMP !MySongNum
   BEQ Return

      LDA $1463
      CMP !ScreenNum
      BCC Return
      LDA !MySongNum
      TAX      
      STA $0DDA      
      STA $1DFB      
      LDA #$11      
      STA $0100      
      STZ $4200      
      LDA $13BF
      PHA
      STZ $13BF
      LDA $0DAE      
      PHA         
      LDA $0DAF      
      PHA         
      PHK         
      PER RETURNADDR2-1   
      TDC
      PHA
      PLB
      TXA
      JML [$9741]

RETURNADDR2:

      PLA         
      STA $0DAF   
      PLA   
      STA $0DAE      
      LDA #$14      
      STA $0100      
      PLA
      STA $13BF
      LDA #$81      
      STA $4200      
Return:
   RTS
RomHaxMax
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Re: Patches, Tools, and Hex Edits

Post by RomHaxMax »

ok thanks, ill just specify what song to play when submitting the song, it will apply to only level 00E, as of now.
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Chdata
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Re: Patches, Tools, and Hex Edits

Post by Chdata »

[Autosave] This patch makes the game automatically save as soon as you enter the OW, even if you just beat an already beaten level, died, used Start+Select, or something like that.

If it passes moderation, would this be a patch we might consider using?
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ProfessorDemetri
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Re: Patches, Tools, and Hex Edits

Post by ProfessorDemetri »

It would depend on how like the orig SMW we want A2MT to be.
If we use the auto save then it would completely render the use of ghost houses or castle saves obselete.
But if we use it, it would be helpful, and it would go along with the other ideas we've been throwing around. It would give A2MT a different feel from the orig SMW.
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raocow
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Re: Patches, Tools, and Hex Edits

Post by raocow »

We already discussed having a save after each level anyway, so I think it'd be great to have it more seamless.
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RomHaxMax
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Re: Patches, Tools, and Hex Edits

Post by RomHaxMax »

I think that the auto-save after each level could be both helpful and a bit much at the same time. It probably isn't necessary for the first few worlds, but for worlds 7-9 it could be useful.
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raocow
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Re: Patches, Tools, and Hex Edits

Post by raocow »

Man, some people where having trouble as far as world 1 in the original asmt, so as a conveniance, auto-save from the start.
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Wyatt
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Re: Patches, Tools, and Hex Edits

Post by Wyatt »

Auto-saving all the time? Sounds rad.

Question though: If you get a midpoint and then die, does it save the midpoint? What about if you get a midpoint and then game over?
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RealLink
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Re: Patches, Tools, and Hex Edits

Post by RealLink »

If we do a save after each level the midpoint should be removed when getting a game over. Otherwise there is no point in lives. (Hah, that discussion!)
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Chdata
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Re: Patches, Tools, and Hex Edits

Post by Chdata »

Hmm, well I didn't make the patch nor am testing it till it's past moderation.

As for it being a bit much to happen after every level especially in the beginning of the game, I'd say saving dragon coins is a good thing to have it for. I doubt Alcaro made it give you the "save game" prompt box after every level, I'm guessing it's a silent save. At least I'm hoping so. If not I might be able to change that anways.
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raocow
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Re: Patches, Tools, and Hex Edits

Post by raocow »

Yeah, I've always figured that was the best way to go. Saving saves in a traditionaly, but lives remain meaningful in that you depend on them to restart from a midpoint - if you get a game over then you restart the whole level.
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Chdata
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Re: Patches, Tools, and Hex Edits

Post by Chdata »

Oh an about midpoint saving: Does the origional SMW already save midpoints? I'm pretty sure it doesn't and I'm pretty sure Alcaro wouldn't make this patch add that one little thing.
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Wyatt
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Re: Patches, Tools, and Hex Edits

Post by Wyatt »

chdata wrote:Oh an about midpoint saving: Does the origional SMW already save midpoints? I'm pretty sure it doesn't and I'm pretty sure Alcaro wouldn't make this patch add that one little thing.
I can check, but I'm 90% sure it does. People just never notice it since save prompts usually don't happen when you have any given level only half-completed.

Edit: Yep, it saves midpoints.
RomHaxMax
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Re: Patches, Tools, and Hex Edits

Post by RomHaxMax »

i think that if we do use that patch, it should erase mid-points. If we keep them, lives are nearly useless and they would only prevent the inconvenience of having the words "Game Over" appear.
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HuFlungDu
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Re: Patches, Tools, and Hex Edits

Post by HuFlungDu »

chdata wrote:Oh an about midpoint saving: Does the origional SMW already save midpoints? I'm pretty sure it doesn't and I'm pretty sure Alcaro wouldn't make this patch add that one little thing.
Considering it has to save all the properties of the levels (namely the "Level beaten" flag) and that all those properties are in the same byte, I'm pretty sure it does save midpoints.

Edit: Tested, yes, it does. Easy fix for that would be hijacking the title screen and game over modes and make them clear all the midpoint flags, kinda like this:

Code: Select all

PHX
LDX #$5F
LDA #$40
.loop
TRB $1EA2,x
DEX
BPL .loop
PLX
RTS/L
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Chdata
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Re: Patches, Tools, and Hex Edits

Post by Chdata »

So here's a discussion: Should we use this patch with A2MT?

That is, IF it's compatible.

edit: Here's vids of usage

http://www.youtube.com/watch?v=wEWhCg-UCm0
http://www.youtube.com/watch?v=3qMxkqEzv1k
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limepie20
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Re: Patches, Tools, and Hex Edits

Post by limepie20 »

Eh, I'm not sure if we should. It seems like too much for a collab. And I dont think it'll patch right.
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Daarkbuu
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Re: Patches, Tools, and Hex Edits

Post by Daarkbuu »

hahahahahah no

it seems a little.......ridiculous/overkill/pointless
RomHaxMax
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Re: Patches, Tools, and Hex Edits

Post by RomHaxMax »

if that patch is compatible, make it available to people. otherwise, were not missing out on much
PS: 69th post. I know. I am quite immature.
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