| Posts by Ramp202 |
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Basically stay's in place (Figures since it says Stationary)
the left 16x16 part wont hurt you since it has a 16x16 clipping size (Right part)
that's basically what it does.
To summarize it, Stays in places, 16x16 on the left wont hurt, 16x16 clipping
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What other patches have you patched?
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Originally posted by superman6791Here is the List:
Misc1 Mario Died
Misc2 Game Over
Misc3 Passed Boss
Misc4 Passed Level
Misc5 Have Star
Misc6 Direct Coins, P-switch
Misc7 Done Bonus Game
Misc8 Rescue Egg(Beat Castle)
^ Name it to one of those (All you do is name it to Misc# {#being a number from 1-8})
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It's probably the sprite Ludwig Fires since it resembles it alot. (That's a theory, I dunno if it is or not)
FE: Lol at LFPT Post
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He probably means the song looped and stuff to be ready to submit when he opens the file in the tool.
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@TheMojopo - Insert the GFX then press yes on that message so it will never appear again. (It's only used for Exanimating stuff since there will be garbled graphics if you don't)
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Originally posted by Camerin NeedeHow do I make a level (specifically one of my cave levels) use a transparent foreground? Is it ExGFX, or is it simply a palette change? And, if it is the latter, then which palette do I alter (a picture would be well appreciated)?
It's a SNES Level Mode. Click the Mario Head in Lunar Magic then test the SNES Registers to see which one makes the FG/BG Transparent.
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This looks more of a Chocolate hack than a Vanilla hack since it's using Custom Sprites which isn't vanilla. anyway I like this hack so far. once i see a vid. ill look at it to see anything wrong.
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Quote#2
o1...
<a+8a+  c+8<a+  e8<a+16>d+8<a+16>c+8
</div></div>
change that octave to a o2 to fix it.
if that isn't the right one then can you please post Line 168 since i don't want to count all the lines (plus Notepad won't tell me what line when it usually does)
Edit: Fricken Quote Box is being dum
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| Last edited on 2010-05-20 08:06:56 PM by Ramp202. |
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Originally posted by macks20082) can someone tell me what is wrong with this ASM code? Originally posted by (N/A);;;;;;;;;;;;;;;;;;;;;;;;;a block's ASM that (should) turn on the pow effect when touched by mario or a spirit or fireball;;;;;;;;;;;;;;;;;;;;;;;;;
JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall
JMP MarioBelow:
JMP MarioAbove:
JMP MarioSide:
JMP SpriteV:
JMP SpriteH:
JMP MarioCape:
LDA #02 ;\
STA $7E14AD ;/ set the blue pow timer to 02
JMP MarioFireBall:
RTL
whenever I touch it, the game crashes
It actually goes MarioAbove, MarioBelow, Side, etc... for the offsets
Try replacing it with this instead:
Originally posted by Ramp202; This is my Shortened JMP Code
JMP Touch : JMP Touch : JMP Touch : JMP Touch : JMP Touch : JMP Return : JMP Return
Touch:
LDA #$FF ; I would advise you set this to FF since 02 will make it last for only a second and FF is the normal time it lasts.
STA $14AD ; This can be reduced to $14AD, if it starts in 7E take it away, if it starts in 7E00, take that part away, if it starts in 7F then you put the whole address
Return:
RTL
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The Automatic Walking Sprite is basically 2 lines of code
LDA #$12
STA $007B
basically change the #$12 to how fast you want mario to walk/run. #$47-#$49 is marios normal running speed
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Originally posted by The Hidden Missingnololirony
What palette does Bowser use in 1C7?
IIRC, Bowser's pallete is hardcoded. it's either that or i can't remember
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"glitched out" isn't enough. do you mean Glitchy Graphics or what?
If it's graphics then make a sublevel that has a midway point or check if there's nothing overwriting Tile 0x98 in the 8x8 editor
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now you have to assign the 8x8 tile it's going to use.
Quote0E933 | $01:E733 | 1 byte | Sprite tilemap related | Tile to use for stomped goomba
It's set to the top right part of the wing in SP1 right now but change it to a tile that's basically unused in your hack. then draw graphics for it.
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1. Open up the 8x8 Editor in LM
2. Go to page 02 (If using LM 1.65) or page 03 (If using LM 1.71)
3. mouse over a 8x8 tile that you wont use/don't need in the hack.
4. Look at the bottom left of the 8x8 editor once you did Step 3.
5. It will say something like "Tile 0x2##" or "Tile 0x3##" (## can be between a number from 0-FF)
6. Put the ## into Translhextion at the address then save
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@Boometh - No, there isn't. You will have to do it yourself by either replacing Big Mario GFX with Small Mario GFX or taking the Player Tilemap Editor then remap Big Mario with Small Mario. then you would do those 3 hex edits that make big marios interaction size Small mario interaction size. I would do this but im too lazy. and i only do stuff when im bored.
@Soccerryle - You would use ExGFX (Don't ask how since there's plenty of tutorials in the Tutorials Forum.)
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| Last edited on 2010-05-22 10:13:20 PM by Ramp202. |
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...
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*goes to check*
nope. I thought i had it but i didn't. I wonder how i was so dumb not to even download .NET Framework in the first place when i had to re-format my comp (all because of one stupid virus)
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Look at the left. it says the frames and there in hex not decimal. so you would put in B not 12
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