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Posts by deffon1993
deffon1993's Profile - Posts by deffon1993
Pages: « 1 2 3 »
Hi.
I've got a question: is there a way to prevent the star/pow music from looping when using custom music?

I was modifying the target block (by RealLink) to make it so that you teleport to the set screen exit, so I used the teleport routine from yoshicointele (by Iceguy) and it worked fine.


However, I want to add a number of bonus stars when I destroy the last target to.
I modified the code like this:


Teleport:
LDA #$22 ;load 'right' sound
STA $1DFC ;sound port
LDA $0F48 ;Increace Bonus Stars...
CLC ;
ADC #$01 ;...by the number of Bonus Stars selected.

LDA #$06 ;teleport
STA $71
STZ $89
STZ $88
return:
RTL ;just return


What am I doing wrong?
Originally posted by Iceguy
You're not storing it after adding.

Add:

STA $0F48

After:

ADC #$01.

...wait, what's wrong with INC $0F48?


As the hack progresses, I will make harder bonus rooms, with more targets to destroy and higher prices.
INC $0F48 would only be effective with the first target block ;).

Thanks.
Last edited on 2009-08-08 04:58:22 AM by deffon1993.
When I inserted the fadefix patch to my rom, the BG pallette (custom or not) gets overwritten by some strange, bright colors ( similar to the status bar ones), everytime I end a level.
This is probably my fault, as I wasn't THAT careful when playing around with xkas.

Is there anything I can do?

EDIT: after some trial and error, I eliminated normal level fade-outs completely, but some colors in boss battles still get's screwed up...
Last edited on 2009-08-18 09:15:13 AM by deffon1993.
I want to make some values to be stored in a save file whenever I save the game (and I want the values to be loaded from the save file and then stored whenever i load)

Is the a certain load and save routine I have to hijack?

ALSO:

The sprite making tutorial isn't clear enough in my opinion on how to draw sprites bigger than 16*16.
Can someone please please post how, for example a 16*32 or maybe 32*32 big sprite's graphics routine would look like.

Many thanks in advance.
Last edited on 2009-09-08 12:53:13 PM by deffon1993.
(restricted)
Okay, so I wanted to use a sepeate graphics file for each submap.

I copied GFX1E, renamed it ExGFX89, inserted it into the Exgraphics folder and sucessfully inserted it into the rom.

Then I went and changed Forest of Illusion's FG4 graphics from 1E to 89, saved, and ran it in an emulator.

However, no matter if I start a new game on Forset of Illusion or get to it with a pipe, warp star or exit tile, the colors on FG4 looks messed up.
I've also tried beating a level in Forest of Illusion, but still, nothing happens when I return to the map.

Please help.
Last edited on 2009-09-13 06:27:09 AM by deffon1993.
Originally posted by Ultimaximus
Originally posted by deffon1993
Okay, so I wanted to use a sepeate graphics file for each submap.

I copied GFX1E, renamed it ExGFX89, inserted it into the Exgraphics folder and sucessfully inserted it into the rom.

Then I went and changed Forest of Illusion's FG4 graphics from 1E to 89, saved, and ran it in an emulator.

However, no matter if I start a new game on Forset of Illusion or get to it with a pipe, warp star or exit tile, the colors on FG4 looks messed up.
I've also tried beating a level in Forest of Illusion, but still, nothing happens when I return to the map.

Please help.

Did you start a new file when testing it?


No, I copied the file itself, I didn't copy+paste everything in new file (so it should be the right size).
Sorry if I wasn't clear enough.

Originally posted by buu

I guess, you made the tiles use a whole palette row. You have to keep in mind that only the first eight colors count for layer 1, the other eight for layer 2. In other words, yes, you're limited to eight colors for each layer. :/


The new ExGFX is an exact replica of the original FG4 graphics, and and they don't use the first eight colors of the palette, do they?
Last edited on 2009-09-14 09:16:53 AM by deffon1993.
Originally posted by Ultimaximus

I meant save file. A new empty save file must be used when viewing OW changes.


...

I did, and there is no difference.
I want to make a generator that pushes you left or right, depending on the tens in the timer (switches every other ten seconds).

However, It only seems to move me right, it only moves me left when the tens are 5.

Here's the code.
(I didn't include the beginning because it works fine)
Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
SPRITE_CODE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


LDY $0F32			;checks the tens in the timer
LDA LEFT_OR_RIGHT,y
CMP #$00
BEQ BLOW_LEFT
BRA BLOW_RIGHT               ;I know this is uselees                  

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
BLOW_RIGHT
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

LDA $7B 
CLC 
ADC #$01
STA $7B 
RTL



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
BLOW_LEFT
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

LDA $7B 
SEC 
SBC #$01 
STA $7B 
RTL

LEFT_OR_RIGHT dcb $00,$01,$00,$01,$00,$01,$00,$01,$00,$01
;Left, right, left, right, left, right, left, right, left, right.
Last edited on 2009-09-20 07:53:18 AM by deffon1993.
I'm currently changing the death subroutine, and I was wondering if there was an (sort of) easy way make the BG/Layer 2, FG and sprites turn black, leaving only Mario visible.

Thanks in advance.
How do I make Mario's fireballs spawn 0F pixels below the default spawning position.

In other words, which adress handles the fireball's y position, relative to Mario's position?


Thanks in advance.
Last edited on 2009-10-06 01:34:24 PM by deffon1993.
I'm trying to make a sprite that bounces along the ground (like a green bouncing koopa).

How would a code like that look? (that would determines the y speed of the sprite that is...)

Thanks in advance.
Originally posted by deffon1993
'm trying to make a sprite that bounces along the ground (like a green bouncing koopa).

How would a code like that look? (that would determines the y speed of the sprite that is...)
Originally posted by Monster

Set the y speed whenever it touches the ground downwards. Lesson2b.asm has the "touch ground" code, and I assume you know how to set y speeds
Set the y speed whenever it touches the ground downwards.


Without actually trying out your code, I can spop a glaring flaw with your sulution.

When the sprite touches the ground, the sprite rises. However, the very next frame, it will not touch the ground anymore and will therefor sink.

I could make it so that it rises really fast for one frame (and slowly falls), but it would look unnatural and it's just a way to ignore the problem.

Maybe using a sprite timer would work, but I don't know how to set it up :(.
I'm tryintg to make a sprite that resembles a normal barrel.
I will make a whole set of them, but now I want to begin with this:

I want to make Mario stuck in the middle of the barrel and never get out (for the time being) whenever he touches it.

I've tried to store the sprite's x and y position ($98 and $9A) to Mario's x and y position ($D2 and $D4) but nothing happens.

I'm really thankful for all the help I can get.


I'm a little confused about the adresses handeling Mario's x and y position when looking at the ram map.

What seperates: ($7E,$80), ($94,$96) and ($D1,$D3)?
THanks.

I've got another question, how would you easiest multiply/divide a negative (80-FF) value, without making it positive?
Really good tutorial, it has covered so many things I've been wondering!

Just one thing, can you cover how to give different behavoir to sprites "depending on their x position"?

Last edited on 2009-10-31 06:05:54 AM by deffon1993.
Just a headsup, you forgot to make a "SlotsFull" label at the "Making A Sprite Spawn A Custom Sprite" lesson.

Speaking of that, it spawn normal sprites, not custom. Coulf you write how to spawn custom sprites to?



Also, your jump rouitine for the boss is broken.
The boss will rise a short distance for one frame and plummet the next.
This works better (I think ^^;):
Code
LDA $1594,x
CMP #$10               ;Number of frames to jump          
BEQ TIME_TO_JUMP
BCC TIME_TO_JUMP
BRA SHARED

RESET:
LDA #$80            ;Number of frames until next jump (minus "Number
                    ;of frames to jump).
STA $1594,x
BRA SHARED

TIME_TO_JUMP:
BEQ RESET
LDA #$C0
STA $AA,x
JSL $01802A
LDA #$01
STA $1DFA

SHARED:
DEC $1594,x         ;This isn't needed if you use a sprite table that
                    ;decreases itself each frame.
RTS
Last edited on 2009-11-02 07:40:16 AM by deffon1993.
I'm using a simple routine that normal spawns sprites:

Code
JSL $02A9DE
BMI SlotsFull ; If sprite slots are full, don't generate.
LDA #$1C
STA $009E,y ; The sprite number is stored to $009E,y.

LDA #$01
STA $14C8,y ; Run sprite's INIT code first.

LDA $E4,x
STA $00E4,y ; X position.
LDA $14E0,x
STA $14E0,y ; X position high.
LDA $D8,x
SEC
SBC #$12
STA $00D8,y ; Y position.
LDA $14D4,x
STA $14D4,y ; Y position high.

PHX 		; Push current sprite.
TYX 		; Get sprite to generate into X.
JSL $07F7D2 	; Reset sprite tables, to generate this one.
PLX 		; Restore previous sprite.
RTS


Anyway, the question is, how do I set the spawned sprite's direction based on the original sprite's direction?
Last edited on 2009-11-03 09:11:57 AM by deffon1993.
Pages: « 1 2 3 »
deffon1993's Profile - Posts by deffon1993

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