| Posts by ninja boy |
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I haven't had a chance to test this out but i would like to know if my code is correct [see above post].
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So I'm just learning ASM and using a very simple block and a couple things I found around the internet i came up with this.
CodeJMP Return : JMP Return :JMP Return : JMP Sprite : JMP Sprite : JMP Return : JMP Return
Sprite:
LDA #$02 ;\ make Mario have a cape
STA $19 ;/
Return:
RTL ; return
This should make Mario have a feather when a sprite touches the block, what I want to know is my code correct? Also how do i find more addresses for LDA? I also do know making LDA $02 will load RAM address 7E0002. I'm just not fully sure how the registries work yet.
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| Last edited on 2009-10-04 10:32:23 AM by ninja boy. |
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Originally posted by DomiokThe Thunder seems to be right. Vertical scrolling has some problems. Anyway, are you positive that layer 2 automatically prevents a backround? If so I could always use a cave section or something of the sort, but it would be useful to have it in the main segment.
Seeing as normally the BG is on layer 2 using a layer 2 enabled level causing the game to dump the BG for interactible objects on layer 2. You can however use Layer 3 for a BG on certian level types I know caves and the castle have these also water ones have fish but thats not really a BG.
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thanks I'll make sure to change that also out of curiousity i've been looking through the forums and everywere else but I can't seem to really find any registry stuff. Is all of it just in All.log or is there something I'm missing?
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Yeah I did mean the RAM map I was just a little confussed by how #$02 was achived because well I found something online saying that #$02 was for the cape and I just found it in the RAM map. my next question is how are block offsets used? i know they tell the block to only act the way the code is if touched on certain sides but what do the different numbers mean?
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Originally posted by KaijyuuIf you're using BTSD you needn't worry about offsets. That's done by the labels at the top of your code.
Ok thanks for telling me. I know i wrote my code for BTSD but to be honest i really haven't used it before i just know it's better due to not slowing the game down.
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So I was able to test my block in game and well it inserts correctly but when a sprite or mario touches it the game breaks
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Originally posted by RPG HackerSo did you do what Ersanio said and put a space behind the : at
Code[...] JMP Return :JMP Return [...] ?
It seems like just a little thing, but it may be the reason that cause the block to crash.
Also you inserted it with Block Tool Super Deluxe and chose ASM insertion, right?
I didn't post my fixed code but yes I fixed that typo and yes I did use BTSD as ASM
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There are no patches a couple simple Hex edits only editing sprite mapping though. I inserted it to block 200.
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With how good your sprites are if you give a tutorial or even just tips on how you make them I think that would great.
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Originally posted by KaijyuuI forget; is it RTS or RTL with BTSD blocks?
It's RTL
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Ok well here's what I got while studying other blocks
This one gives Mario a cape if he touches it BUT it crashes the game when I hit it with the cape spin.
CodeJMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP Return : JMP Return : JMP MarioCape : JMP MarioFireBall
MarioBelow:
MarioAbove:
MarioSide:
LDA #$02 ;\ make Mario have a cape
STA $19 ;/
RTL
Return:
RTL ; return
This one now works and gives mario a cape BUT crashes the game when Mario touches it.
CodeJMP Retun : JMP Retun : JMP Retun : JMP Sprite : JMP Sprite : JMP Return : JMP Return
Sprite:
LDA #$02 ;\ make Mario have a cape
STA $19 ;/
RTL
Return:
RTL ; return
I'm assuming I'm just missing something simple I'm just not sure what.
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Originally posted by Vic Rattlehead
You seem to have misspelled the label names for the Mario offsets.
Aw stupid mistakes and not catching them thank you for pointing that out.
So the block that gives Mario a cape if a sprite touches it works fine now but the block that gives a cape if mario touches it still crashes the game if I hit it with a cape spin.
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| Last edited on 2009-09-17 05:31:34 PM by ninja boy. |
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Aw ok thanks didn't realize I needed the Mariocape and Mariofireball things at the end. I tested it and it works perfectly fine.
Also what is the difference between
This
Code$7E:0DC2 Reserved Item(current player) 02 = Fire Flower, 03 = Star, 04 = Cape
And This
Code$7E:0DBC Mario's Item Box 00=Nothing; 01=Mushroom; 02=Cape; 03=Fire Flower
???
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| Last edited on 2009-09-17 10:51:30 PM by ninja boy. |
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Next question for
Code$7E:0019 Powerup 00=Small Mario; 01=Super Mario; 02=Cape Mario; 03=Fire Mario
If I put #$04 would that give mario a star or would that just crash?
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I know I'm no were advanced enough in ASM to do this but using the Custom Powerups that are based on the original SMW ones is it possible to make them say give Mario a fireflower when touched but when mario is on yoshi makes yoshi red?
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