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Posts by ThePat545
ThePat545's Profile - Posts by ThePat545
Pages: « 1 2 3 4 5 6 ... 127 128 »
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.
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
Originally posted by Thomas
There's not really a good way to do something like that with the original message boxes, unless you make some major modifications to the message box system.

Thankfully, there's already a patch for that. Though, it may take a bit of time to learn how to use.

Thanks! This seems too complicated for me to understand though. lol
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
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.

Code
db $42
JMP MarioAbove : JMP CheckTimer : JMP Teleport
MarioAbove:
	LDA $7E0F32
	CMP #$00
	BEQ CheckTimer
	RTS
CheckTimer:
	LDA $7E0F33
	CMP #$01
	BEQ Teleport
	RTS
Teleport:
	LDX $95
	PEA $0105
	PLA
	STA $19B8,x
	PLA
	ORA #$04
	STA $19D8,x
	LDA #$06
	STA $71
	STZ $89
	STZ $88
	PLX
	RTS
Label_0000:
RTL

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?
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
Originally posted by Alcaro
Originally posted by ThePat545
JMP MarioAbove : JMP CheckTimer : JMP Teleport

You need all 10 JMPs. You can't just remove the ones you don't want. Point them to RTLs, for example Label_0000.

Quote
RTS
RTS
RTS

Block code ends with RTL.

Quote
PLX

There is no matching push for that push. Remove it.

Thanks a bunch! I got most of the code down, but I don't know all the labels. Can you please list them for me?
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
Thank you very much! Just one more question and I'm done. :P
Do you need different labels for all the JMPs or is just "Label_0000:" for all of them fine?
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
In GPS it's saying "An error has been detected: blocks/timerteleport.asm:20: error: 'Label_0000' redefined [Label:0000]"

Code
db $42
MP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireball
JMP TopCorner : JMP BodyInside : JMP HeadInside

MarioBelow:
	LDA $7E0F32
	CMP #$00
	BEQ CheckTimer
	RTL
return
Label_0000:

MarioAbove:
	LDA $7E0F32
	CMP #$00
	BEQ CheckTimer
	RTL
return
Label_0000:

MarioSide:
	LDA $7E0F32
	CMP #$00
	BEQ CheckTimer
	RTL
return
Label_0000

TopCorner:
Label_0000:

BodyInside:
Label_0000:

SpriteV:
Label_0000:

SpriteH:
Label_0000:

MarioCape:
Label_0000:

MarioFireball:
Label_0000:

CheckTimer:
	LDA $7E0F33
	CMP #$01
	BEQ Teleport
	RTL
Teleport:
	LDX $95
	PEA $0105
	PLA
	STA $19B8,x
	PLA
	ORA #$04
	STA $19D8,x
	LDA #$06
	STA $71
	STZ $89
	STZ $88
	RTL
Label_0000:

RTL

print "Teleports Mario to level 105 when timer hits 1."


^ That's the new code. What do I do?
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
It's saying "blocks/timerteleport:asm:4: error Label HeadInside not found [JMP HeadInside]"

But as you can see here...
Code
db $42
JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireball
JMP TopCorner : JMP BodyInside : JMP HeadInside

...JMP HeadInside is in line 4. What do I do>

edit: never mind, I realized I needed to direct it to a label too.
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
(restricted)
Thank you so much, it works!
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
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'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
Aww dang, I better get to learning how to use uberASM then. :P
Thanks a lot!
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
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.
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
Ah, can't be having that happen. I use ExAnimation quite a bit in what I'm working on. Thanks a bunch!
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
Originally posted by Thomas
LM uses it during level load to get things like palettes and graphics files, but it's cleared outside of the loading screens. It should be safe to use.

Oh, I see. Thank you for clearing that up.
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
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.
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
Thank you so much! This helped a lot.
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
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.

The code:
Code
	dcb "INIT"	;initial code, doesn't do anything
	RTL
	dcb "MAIN"	;main code
	LDA $14		;run every 256 frames
	AND #$FF
	LDA $186C,x	;code to spawn turn block at sprite's position
	BNE EndSpawn
	JSL $02A9DE
	BMI EndSpawn
	LDA #$01
	STA $14C8,y
	LDA #53		;spawn turn block
	STA $009E,y
	LDA $E4,x
	STA $00E4,y
	LDA $14E0,x
	STA $14E0,y
	LDA $D8,x
	STA $00D8,y
	LDA $14D4,x
	STA $14D4,y
	PHX
	TYX
	JSL $07F7D2
	PLX
	LDA #$FF	;amount of frames before turn block disappears
	STA $1540,x
EndSpawn:
	RTL


The .cfg file:
Code
01
36
01 06 33 01 01 24
00 00
turnblockspawner.asm


So uhh, can someone help me, please? I know somehow I messed up the sprite number because it spawns Yoshis instead of turn blocks. Thanks.
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
Thank you both very much! I finally worked it out with your solutions. I also realized I needed to add a label as well. Thanks a lot!
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
Hi. Sorry for making so many threads in this section, but I really need some more help. #wario{<_>}

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. #wario{:peace:}

Code
	dcb "INIT"
	RTL		;initial code, does nothing
	dcb "MAIN"
	LDA $F32	;checks if the tens value in the timer is 0
	CMP #$00
	BEQ CheckTimer	;if timer is X0X...
	RTL
CheckTimer:
	LDA $7E0F33	;checks if the ones value in the timer is 0
	CMP #$01
	BEQ Goal	;if timer is X00...
	RTL
Goal:
	STZ $14C8,x	;end level like a goal sphere
	LDA #$FF
	STA $1493
	STA $0DDA
	LDA #$03
	STA $1DFB
	DEC $13C6
	DEC $9D
	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.
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
This is a little something I made on my hack. It's not really much but I hope you guys like it.

Music isn't by me.
"I'd rather be hated for being me than idolized for being someone else." - NetNobody/SkyDoesMinecraft 2017
Thanks to RanAS for making his layout maker and to Snoopity for helping with the text color!
Pages: « 1 2 3 4 5 6 ... 127 128 »
ThePat545's Profile - Posts by ThePat545

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