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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - *sighs* How does one edit the no yoshi sign/ghost house entrance/castle entrance?
  
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Smallhacker
Posts: 106/2273
Originally posted by Kyouji "Kagami" Craw
Thank you, BMF. I don't know how you can remain helpful when bombarded with stupid questions like this one.


Swedish saying: There are no stupid questions. Only stupid answers. (No, I'm not saying that BMF's answer was stupid. )

Example:
Person A: How do I load a rom in LM
Person B: Shut up

Good example.

Example 2:

Person A: What exactly does ROM byte $7E1A74 do? It seems like it have got something to do with boss battles, since changing alters $7E95AA, which is known to control the "moving walls" from the Roy battle (which is located at $8036A3 in the ROM).
Person B: Shut up.

Another good example.


/offtopic>
Alastor the Stylish
Posts: 459/7620
Thank you, BMF. I don't know how you can remain helpful when bombarded with stupid questions like this one.
BMF98567
Posts: 122/1261
Go to FuSoYa's site and download Lunar Address. Click the "Auto-Detect Type..." button and select your SMW ROM. Type the PC address in the left box. Voila, SNES address appears on the right.

When editing pointers in the ROM, remember that they're stored backwards (ex: $7801E would be stored as 1E 80 07).
Smallhacker
Posts: 102/2273
Try Lunar Address.

By the way...
BMF... You are my hero!
*Runs away to edit the ghost house entrance*
*Makes a COOOOOL entrance*
*Edits stuff in HEX*
*Notices that it now looks glitchy*
*Complains*
*Hacks into BMF's computer and implents a virus*
*Notices that I'm not using ghost houses in my hack, so it doesn't matter*
Uhm... Well... Ugh... Sorry about that virus thingey, BMF...
*Runs away from BMF (who is chasing me with an axe)*
Alastor the Stylish
Posts: 457/7620
BMF, how do I convert them both to SNES LoROM format?
DisruptiveIdiot
Posts: 7/147
Alrighty, time to go not procrastinate on my soon to be hack. (So far it's a subworld map and 3 levels )
Alastor the Stylish
Posts: 456/7620
That'd be nice but HyperHacker already recommended me one.
DisruptiveIdiot
Posts: 6/147
Originally posted by Kyouji "Kagami" Craw
I read that over and over until it made sense, but that didn't give me a hex editor


Google search it, I don't use an editor so I'm not risking linking you to one (might be a stupidly retarded one). Hex Workshop is good I hear, but it's not freeware (at least thats what I think )
Alastor the Stylish
Posts: 455/7620
I read that over and over until it made sense, but that didn't give me a hex editor
BMF98567
Posts: 121/1261
1. Open the level and edit as necessary.
2. Save the level (DON'T change the default address it saves to). Write down the new address.
3. Convert both the new and old addresses to SNES LoROM format.
4. Open the ROM in a hex editor and search for the old address. Replace this with the new address.

Example: the original castle entrance is located at $3821E ($7801E SNES). The pointer to this level is located at $2D969 in the ROM. Let's say you saved the new level to $1F5097 ($3ECE97 SNES). You'd go to $2D969 in your hex editor and change the old pointer (1E 80 07) to the new one (97 CE 3E). Your new level should now appear in place of the old one.
Juggling Joker
Posts: 69/1033
Originally posted by Lemon Luigi
Actually, you can save it. (Do all this after opening a blank level) First, get the levels address and open it. Save the level, but change the address saved to to the levels origional address. Then, the area will have a level # that you can go to and edit. Enjoy!


That's true, yes. But what you don't realize is that if the new level is larger than the old one, it's going to leak over into level data after that. Which will seriously mess things up if you aren't careful.
Alastor the Stylish
Posts: 445/7620
Well duh. But will that level open up when it's supposed to? No.
Lemon Luigi
Posts: 290/356
Actually, you can save it. (Do all this after opening a blank level) First, get the levels address and open it. Save the level, but change the address saved to to the levels origional address. Then, the area will have a level # that you can go to and edit. Enjoy!
Alastor the Stylish
Posts: 438/7620
Thanks! Unfortunately since I can't save it back to where it was I'm just gonna go the ExGFX route which sucks but hey until I learn ASM or at least enough hex to edit the pointers to work right anyway I'll have to.
Juggling Joker
Posts: 67/1033
Search for level addresses in the help file, it will list addresses that aren't accessed in the normal level list. I wouldn't really recommend editting them, though, because the size is very likely to change and thus seriously mess things up if you aren't careful. There might be a way to change the pointers to avoid this, but I'm not aware of a method.

EDIT: When I say search, I mean use Index or Find. Not manually search through each file.
Alastor the Stylish
Posts: 436/7620
*sighs again* I really should know this, but I don't I've heard it's mentioned in Lunar Magic's help file, so I went through that first, but to no avail... The reason I'm asking is that I'm replacing the bushes, which I never use anyway, with several custom tiles I use quite commonly in that tileset, but the castle entrance uses a large bush and it really screws up the graphics there... And going the Super Bypass and loading ExGFX that doesn't have that for every level would get REALLY annoying REALLY fast.
Acmlm's Board - I2 Archive - Super Mario World hacking - *sighs* How does one edit the no yoshi sign/ghost house entrance/castle entrance?


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