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04-27-24 06:26 PM
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Acmlm's Board - I3 Archive - SMW Hacking - A few glitches
  
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spel werdz rite
Posts: 1647/1796
Originally posted by GlitchGuy2
And my second question's answer?

0x400E8 would be 24
0x400E9 would be 08
0x400EA would be 26
and so on.
GlitchGuy2
Posts: 16/35
And my second question's answer?
spel werdz rite
Posts: 1640/1796
here
This version should fix all glitches that they have previously caused.

Originally posted by GlitchGuy2
I have 2 questions at that:
1. When inserting [24 08 26 0A 48 04 0E 04], do you have to add the [ and ]?
2. Do you add the [24 08 26 0A 48 04 0E 04] left or right from x400E8 or do you replace it?
No. Just the values.
GlitchGuy2
Posts: 15/35
I have 2 questions at that:
1. When inserting [24 08 26 0A 48 04 0E 04], do you have to add the [ and ]?
2. Do you add the [24 08 26 0A 48 04 0E 04] left or right from x400E8 or do you replace it?
pikaguy900
Posts: 239/748
Originally posted by SnifflySquirrel
Yeah, that item box glitch is an issue with the Demo World pipes. To fix it, go to x400E8 in your ROM and enter: [24 08 26 0A 48 04 0E 04].

Technical explanation: Older versions of the Demo World pipes.ips file contain some unnecessary code which patches the item box OAM routine to read from a tile/attribute table at PC $40000 in the ROM. However, this space is normally empty ($FF), so you get the results you've seen. All the above does is insert the correct tile and attribute bytes for the Mushroom, Flower, Star, and Feather.

EDIT: Minor grammar correction.

OH THANK YOU! I knew that there was an address I could go to to fix it, but I saw no reason to check every address, as I'd eventually mess up the hack beyond repair. So, let's see... *writes down address and hex values*
SnifflySquirrel
Posts: 77/80
Yeah, that item box glitch is an issue with the Demo World pipes. To fix it, go to x400E8 in your ROM and enter: [24 08 26 0A 48 04 0E 04].

Technical explanation: Older versions of the Demo World pipes.ips file contain some unnecessary code which patches the item box OAM routine to read from a tile/attribute table at PC $40000 in the ROM. However, this space is normally empty ($FF), so you get the results you've seen. All the above does is insert the correct tile and attribute bytes for the Mushroom, Flower, Star, and Feather.

EDIT: Minor grammar correction.
pikaguy900
Posts: 220/748
....I'm not sure. People have had problems getting them to work. I once had to insert them for someone since they couldn't do it themselves, for some reason. The pipes never once worked. FuSoYa's Pipes work perfectly...

Edit: I believe I figured out where the Reserve Item graphics are going to. I noticed that when I go through an exit-enabled pipe, the graphic for the reserve item (if I have one) changes into a "z". This is because the level that pipe goes to has SP4 being 05. The last 8x8 tile on GFX5 is that same Z. Therefore, I think that the reserve item is trying to use 8x8 tile 3FF. Here's the weird part- The reserve item is supposed to be 16x16, not 8x8. Hmmmm... Is there an address I can change in a Hex Editor to fix this?
Kiwisauce
Posts: 26/41
Originally posted by pikaguy900
Okay... But just so you know, I'm not using the ones mikeyk made.


Um... correct me if I'm wrong, but aren't those the best ones to use?
BMF54123
Posts: 694/876
The shell gravity problem happens in my hack too. I think it's just a bug in the original game.

As for the glitched item box...I really have no idea. Probably has something to do with Fu's pipes, as asdf suggested.
pikaguy900
Posts: 216/748
Okay... But just so you know, I'm not using the ones mikeyk made.
asdf
Posts: 3662/4077
Originally posted by pikaguy900
That's... not an option. I put FuSoYa's SMB3 pipes in there, and I didn't like doing it the first time... Oh well...


Then that's more than likely what is causing the problem. I heard the replication of FuSoYa's SMB3 pipes are bad in some way; and there are better versions of them out there. Remember that you can transfer graphics, levels and the overworld over if you do choose to start again.
pikaguy900
Posts: 215/748
That's... not an option. I put FuSoYa's SMB3 pipes in there, and I didn't like doing it the first time... Oh well...
wtfweb
Posts: 109/124
your rom sounds really messed up. start over.
pikaguy900
Posts: 213/748
I've just gotten back to hacking SMW, and already, I've run into a problem. I made a level, and it works like I want it to, except for two things:

1: If a shell goes off the top of the screen, it slows down, as if it hit water. If Mario touches it, same thing, only, he can't swim. Obviously, Gravity got displaced up there. I wonder how I can use that? Hmmm... Anyways, it's a glitch. I think.
2: The Reserved Item in the box at the top of the screen is glitched. I got a Mushroom in my level. Later in the level, I got a Fire Flower. Now, as we all know, getting a Fire Flower or Cape while you're Super Mario puts the Mushroom in Reserve. However, the sprite that appeared in the Reserve Box wasn't a Mushroom. I can't tell what the sprite is, but I'm going to apply the Reserve Item graphic fix to the hack and see if that fixes it, so don't give me an answer for this until I find out if the IPS patch will work.

Edit: Okay, this is freaky. The patch didn't work. I have no idea how to fix this. Any help?
Acmlm's Board - I3 Archive - SMW Hacking - A few glitches


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