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06-29-24 07:47 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Question about the *96 in the title screen
  
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FPI
Posts: 79/197
Originally posted by Davros

1. Convert the number of exits in your hack to hexadecimal (ex: 77 exits = #$4D hex).
2. Put this number at $1F6D in the ROM (should be #$60, or 96 exits).
3. Change the two *96 tiles in GFX29.BIN to the number of exits in your hack.

Or, if you don't want to change the tiles, you can change $1F71 and $1F73 to point to regular number tiles instead (#$87 is the left half of *96, and #$88 is the right half).

This has been posted before, but I hope it helps.


Of course that helps! Thanks a lot!
Alastor
Posts: 4390/8204
It's good for it to be posted again, though. I was just about to look for it, realizing my hack can't possibly have less than 96... And then I don't have to, because you posted it.
Davros
Posts: 54/310
Originally posted by spel werdz rite +
Well, FuSoYa figured it out!
I'll go look for it, and if find it, yay!
If I don't, maybe someone else can...


BMF also knows how to modify the level exit counter, here are his notes:

1. Convert the number of exits in your hack to hexadecimal (ex: 77 exits = #$4D hex).
2. Put this number at $1F6D in the ROM (should be #$60, or 96 exits).
3. Change the two *96 tiles in GFX29.BIN to the number of exits in your hack.

Or, if you don't want to change the tiles, you can change $1F71 and $1F73 to point to regular number tiles instead (#$87 is the left half of *96, and #$88 is the right half).

This has been posted before, but I hope it helps.
FPI
Posts: 78/197
Originally posted by spel werdz rite +
Well, FuSoYa figured it out!
I'll go look for it, and if find it, yay!
If I don't, maybe someone else can...


That would be much appreciated!
The thing with the *96 wouldn't be a problem if I would have less than 96 exits, because in that case the *96 wouldn't show up, and that wouldn't so bad either, but since I have more than 96 exits, I don't want this *96-thing appear after getting 96 exits so far, that would be just wrong and irrittating...


It's the same offset, actually. I think that in the Japanese version, the font turned blue, and in the American version, the normal tiles are replaced with the special *96 tiles. At least, that's how my ROM works.


Hm, I don't think so, as spel werdz rite already said, FuSoYa used both in his hack (I actually can't remeber for what... maybe the blue color for finding all exits except the Boo World, and after finishing everything the number with the star, but I'm not sure)
NES Boy
Posts: 37/53
According to TMK's Japanese to English Mario page, the 96 exit milestone is nothing special at all.
Tatrion
Posts: 1374/2467
It's the same offset, actually. I think that in the Japanese version, the font turned blue, and in the American version, the normal tiles are replaced with the special *96 tiles. At least, that's how my ROM works.
spel werdz rite
Posts: 998/1796
Well, FuSoYa figured it out!
I'll go look for it, and if find it, yay!
If I don't, maybe someone else can...
FPI
Posts: 77/197
I have some questions about the *96, which appears in the original SMW, if you have found all exits in the game. I just counted all the exits in the game, and so far, the two last levels (with the ending sequence after it) doesn't count for that, right?
I found out in the offset list that there is a way to decide, after how many numbers of exits the font turns blue, but is there also a way to decide, after how many exits the *96 will appear?
Acmlm's Board - I3 Archive - SMW Hacking - Question about the *96 in the title screen


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