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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 - Experience the HDMA Revolution! [Release] | |
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mikepjr

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From: houston texas

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Posted on 09-09-05 03:52 AM Link | Quote
The read me file reads like stereo instructions.
I have already started a hack and am not about to start over just to use this.

To much work for me to want to fool with this thing.

And why dose this thing not have a point and click feature?

Man, i can't use this thing, I'm dropping this program like a bad habit.

Let me know when something with a interface like lunar magic has comes out.

Sorry man, but i just can not use this thing.
Bio

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Posted on 09-09-05 05:12 AM Link | Quote
No need to start over, just export all level, GFX and map16page and reimport them in the new rom. And trust me, its REALLY worth it, you can do too many good thing with that. And what the problem with the readme?


(edited by Bio on 09-08-05 08:15 PM)
(edited by Bio on 09-08-05 08:17 PM)
mikepjr

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Posted on 09-09-05 06:02 AM Link | Quote
I'm just really layman when it comes to instructions.

It has to be dumbed down big time or i will never get it.
dan

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Posted on 09-09-05 08:29 PM Link | Quote
Originally posted by mikepjr
I'm just really layman when it comes to instructions.

It has to be dumbed down big time or i will never get it.


I don't think this thing can be 'dumbed down big time'. It could be made into a GUI application yes, but the bit settings cannot really be dumbed down.

Looks like you may never get it, then.
ExKay
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Posted on 09-09-05 09:04 PM Link | Quote
Look at me, even I have done the effects with the same tool and trust me, it's not hard to insert them, it's just a little bit time spending inserting the Levels, GFX, ExGFX, Map16 Pages, OW and Custom Blocks back to the new ROM, but it's really worth it, trust me guys.
UnsurpassedDarkness

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From: Λtlantıs.
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Posted on 09-10-05 05:49 PM Link | Quote
Originally posted by Glyph Phoenix
And I'm sure whatever other hacks you did can be copied over in hex in a matter of minutes.
The hard part isn’t copying it over, it’s remembering all the changes you made. I can’t even remember all the ips patches I applied to it.
mikepjr

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Posted on 09-11-05 01:30 AM Link | Quote
Here is my main problem at this very moment.

I already did some ASM work to it that i can not seem to remember how i did it.

Graphics are not a big pain though.

I did not do anything special as far how i made the main character graphics.

Here is a question.

Can i do the effect where different parts of the background move at different speeds?
d4s

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Posted on 09-11-05 02:52 PM Link | Quote
Originally posted by mikepjr
Here is a question.

Can i do the effect where different parts of the background move at different speeds?


here is an answer.

yes.


read the readme.
if you cant or dont want to do that, i cant help you, sorry.



(edited by d4s on 09-11-05 05:53 AM)
ExKeeper

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Posted on 09-15-05 02:20 AM Link | Quote
I figured out how to somewhat simulate the effects in coral capers for the BG and I used the effects of the desert heat waves for the FG (it looks more like the coral capers wavy FG than the underwater effect does) it doesn't have a gradient. I might release it when I get the time.

Edit: I also made something somewhat-like the MMX2 overdrive ostrich, but it too scrolls much too fast.


(edited by smwedit on 09-14-05 08:12 PM)
UnsurpassedDarkness

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Posted on 09-17-05 06:48 PM Link | Quote
*Opens Snes-Tool to delete 200 byte header*


16 bit MS-DOS Subsystem

[directory of program]
C:\WINDOWS\SYSTEM32\AUTOEXEC.NT. The system file is not suitable for running MS-DOS and Microsoft Windows applications. Choose 'Close' to terminate the application.

[Close][Ignore]

Umm… help?


(edited by UnsurpassedDarkness on 09-17-05 09:51 AM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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LOL FAD

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Posted on 09-19-05 07:45 PM Link | Quote
To remove the header: Open in a hex editor, select from addresses 0 to 200, delete it. To fix the problem: Google autoexec.nt.
ExKeeper

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Posted on 09-20-05 12:49 AM Link | Quote
or download snestool (find it at zophar's or the rom hack domain), open the rom, select delete header, then select your rom, and it should work.
ExKay
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Posted on 09-20-05 12:52 AM Link | Quote
I don't think that most of the n00b either can handle a DOS program or a hex editor, lol. A WinGUI may would be better, at least for some XP users.
Glyph Phoenix

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Posted on 09-20-05 01:47 AM Link | Quote
Yeah, but nobody cares about n00bs. If they can't figure out that they're supposed to drag-and-drop or whatever then too bad. A WinGUI would be good, sure, but not necessary.


(edited by Glyph Phoenix on 09-19-05 04:50 PM)
UnsurpassedDarkness

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Posted on 09-22-05 03:59 AM Link | Quote
Originally posted by HyperHacker
To remove the header: Open in a hex editor, select from addresses 0 to 200, delete it.
You do realize how much that would suck, right?
Originally posted by HyperHacker
To fix the problem: Google autoexec.nt.
Yay! Dos works again!
Originally posted by smwedit
or download snestool (find it at zophar's or the rom hack domain), open the rom, select delete header, then select your rom, and it should work.
It’s kind of hard to get an error message from a program you haven’t downloaded yet, don’t you think?
XPeter

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Posted on 10-03-05 08:37 PM Link | Quote
Excuse the bump, but I'm surprised nobody has asked this before:

why doesn't it work with a hdma rom that has been expanded to 2048kb?

I started a HDMA rom and transferred everthing over from SMB1, and once I imported the ExGFX, the ROM expanded from 1024 to 2048. Then I renamed it to smw.smc, removed the header etc, but the linker said that the filesizes don't match, and smw_hdma wasn't created.

Is there anything I can do about this?

Also, those instructions for creating new colour gradients are close to impossible to follow. Could somebody please give me simplified instructions to create the blue colour gradient identical to that in SMAS SMB1? Thanks.
Cruel Justice

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Posted on 10-03-05 08:49 PM Link | Quote
Another question...
Wouldn't it be possible to implement the same serpentine movement to the foreground? Yoshi's Island had a few examples, like the lava in Big Boo's Fort.
Bio

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Posted on 10-03-05 09:07 PM Link | Quote
Originally posted by peter_ac
Excuse the bump, but I'm surprised nobody has asked this before:

why doesn't it work with a hdma rom that has been expanded to 2048kb?

I started a HDMA rom and transferred everthing over from SMB1, and once I imported the ExGFX, the ROM expanded from 1024 to 2048. Then I renamed it to smw.smc, removed the header etc, but the linker said that the filesizes don't match, and smw_hdma wasn't created.

Is there anything I can do about this?
Thanks.

read all the post in the thread before posting
d4s

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Posted on 10-03-05 11:50 PM Link | Quote
Originally posted by peter_ac
Excuse the bump, but I'm surprised nobody has asked this before:

why doesn't it work with a hdma rom that has been expanded to 2048kb?

I started a HDMA rom and transferred everthing over from SMB1, and once I imported the ExGFX, the ROM expanded from 1024 to 2048. Then I renamed it to smw.smc, removed the header etc, but the linker said that the filesizes don't match, and smw_hdma wasn't created.

Is there anything I can do about this?

Also, those instructions for creating new colour gradients are close to impossible to follow. Could somebody please give me simplified instructions to create the blue colour gradient identical to that in SMAS SMB1? Thanks.



i'll repeat this because it isnt documented in the readme.

if you want to change the size of the rom, you have to adjust the number of banks.

look for ".ROMBANKS 32" in link.txt.

thats the number of lorom banks the rom has.
one bank is 32kbyte / 0,25 mbit.

therefore, you have to adjust the number of rombanks depending on the size of your rom.

.ROMBANKS 32=8mbit
.ROMBANKS 64=16mbit
and so on.
ExKeeper

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Posted on 10-04-05 12:52 AM Link | Quote
I added the shaded status bar effect to every single level, did it with the correct rom, but it screwed up all the overworld colors
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