Hello, I'm just working on a romhack right now and I'm having a little trouble with message boxes. I need a message box that says "yes" and "no" as two different choices that you can select. How do I do this? Thanks in advance.
Hello. I was epicly failing at making an ASM block from scratch, using knowledge from examining tool-generated blocks and ASM command tutorials. However, I've had no luck in getting one to not crash my emulator.
Here I'm trying to make a block that, when Mario is above the block, tests if the timer is at 1 second, and if it is, teleports Mario to a certain level. Of course I'd make this block act like tile 25 in the map16 data and maybe spam it in layer 2.
JMP MarioAbove : JMP CheckTimer : JMP Teleport
print "Teleports Mario to level 105 when timer hits 1."
Can someone tell me why this is going wrong and maybe show me how to fix it?
Hello, I'm working on a boss fight and I thought it'd just be easier to make a bunch of blocks that run a code to replace the next block on the side of them rather than code a whole new sprite that moves left to right. (To be honest I'm not too worried about space).
The thing I didn't think about is that blocks only run code when Mario's on the side, on top, below, etc. you know all the JMPs.
Is there some sort of code that lets the block run code constantly or am I just gonna have to stick with a sprite?
I want to know what happens when you use a block to modify $7E:00FE (the value of the current level). For example, the current level is 105 and the block changes the value of $7E:00FE to $10C or something. Would it teleport you, crash the emulator, or something else unwanted? Thanks in advance.
Hello. I'm really new to ASM and barely know how to do anything with sprites. Could someone explain to me how I could make flashing throw blocks and Koopas without shells spawn at a certain location? Thanks in advance.
Hi there. I put together something a bit specific, and knowing how much I suck at ASM it didn't work.
My sprite has the basic function down, but spawns the wrong thing. I inserted it as 00 and it does this when I insert it with the extra byte set to 2. I'll just show you a video of it.
dcb "INIT" ;initial code, doesn't do anything
dcb "MAIN" ;main code
LDA $14 ;run every 256 frames
LDA $186C,x ;code to spawn turn block at sprite's position
LDA #53 ;spawn turn block
LDA #$FF ;amount of frames before turn block disappears
Hi. Sorry for making so many threads in this section, but I really need some more help.
So my problem is that the level has the ending sequence, but it just stays black and Mario keeps walking to the right very slowly.
It's supposed to check if the timer is at 0, then end the level with the "boss level clear" music. If you're wondering why it's #$03 instead of #$0B, it's because I'm using AddMusicK.
RTL ;initial code, does nothing
LDA $F32 ;checks if the tens value in the timer is 0
BEQ CheckTimer ;if timer is X0X...
LDA $7E0F33 ;checks if the ones value in the timer is 0
BEQ Goal ;if timer is X00...
STZ $14C8,x ;end level like a goal sphere
RTL ;or at least try to...
I just know that I missed some small detail like I always do. Could someone help, please? Thank you.