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0 users currently in SMW Hacking. |
User | Post |
asdf Posts: 1878/4077 |
Yeah, but you explained it more clearly than HyperHacker did. You told exactly what order the levels had to be in originally, rather than saying they had to be in a certain order and leaving it at that. |
Xkeeper Posts: 1874/5653 |
Originally posted by BMF54123Originally posted by the data Right after busting him for that in another thread. xD |
BMF54123 Posts: 245/876 |
Originally posted by the data Originally posted by HyperMackerel |
Xkeeper Posts: 1873/5653 |
Originally posted by BMF54123 Allows level numbers to be placed in any order, not only descending from top-right... |
BMF54123 Posts: 243/876 |
It also fixes the animated water tile so it can be used in any level.
I swear there are a couple other fixes for the overworld, but darned if I can remember what they are... |
HyperHacker Posts: 1520/5072 |
Dunno all of them, but a few:
Not sure but I think the overworld ones aren't installed unless you actually save in the overworld editor. |
CluelessOne Posts: 15/32 |
Side question that I don't understand...
What ASM hacks are put in by default anyway whenever you save in Lunar Magic? |
HyperHacker Posts: 1516/5072 |
That generally happens when you insert too big an ExGFX file. I think it overwrites Map16 data in memory. |
Xeruss Posts: 175/309 |
I believe that data resurfaces on occasion, like when you incorrectly patch a file, A glitch will occur and ever tile in the game acts like water, it has happened to me more than once when I accidently patched an .ips to a modified ROM, if it ever happens again I could save it... provided you wanted a look at it... |
Raccoon Sam Posts: 284/1040 |
That's...
Strange..! I say, poor design . |
HyperHacker Posts: 1515/5072 |
After "editing" an unmodified SMW ROM in LM (just moving a sprite in level 105, moving it back, and saving, to get the ASM hacks installed), I go to 0x88200 in a hex editor, and there's a large chunk of data there that isn't protected by a RATS tag! It's just 04 10 repeated until 0x96200, then every 16-bit number in order from 0000 to 01FF (byte swapped; maybe level numbers) up to 0x96600, then 30 01 repeated up to 98200. What is this? If it's important, why isn't there a RATS tag, and if it's not, why is it there?
[edit] Seems to define the Map16/Block-Acts-Like data. I zeroed it out, and every block acts like water, even says "water" in LM. (Which is funny, except when you get to the end, Mario falls through the ground and dies. ) Is this a bug or just poor design? (Is LM hardcoded to avoid this area or something?) It's exactly 0x10000 bytes, so you should be able to stick a RATS tag on it. *does so* Also interesting: Changing it to FFFF makes water too. |