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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 - Level Finished Ending In Castles
  
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ExKay
Posts: 1057/1114
@Bio: I only want to get rid of those 0s in there, nothing else.
If someone would be so nice and help me with it, that would be nice because I won't release the new version until all bugs are fixed and the current known bug is this thing only, so please help me guys. Thanks.
Smallhacker
Posts: 2120/2273
HH: Nope. Those 0s are the time and score added by the code. They're not in the tilemap.
Bio: That... haven't really got anything to do with the problem...

I tried looking for the code, but I couldn't figure out how to make a VRAM breakpoint in geiger's debugger...
Bio
Posts: 357/458
A alternate way to do would be to use the 'make all boss triger screen exit' I have expained in my post in the smw rom adress thread

Edit:copied the post:

Originaly posted by bio on smw adress thread

Change offset FD28, 19AE1,1C9A1,1D094 by AD 05 8D 71 00
to make all boss(Exept big boo,the setting don't work with him) trigger screen exit
the screen exit that will lead Is the first that aparred in the entrance level so to make it work propelly put the screen exit you want the boss to lead when beated in screen 00 of entrance
HyperLamer
Posts: 7318/8210
I imagine they're hardcoded into the tilemap. Look around the 'course clear' text.
ExKay
Posts: 1056/1114


I need help with this screen. Smallhacker already told me how to move the (M) in the middle and remove the text for the time things, but how can I remove the two 0s there? I think I just need to disable a routine or something, but where is it stored?
Acmlm's Board - I2 Archive - Super Mario World hacking - Level Finished Ending In Castles


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