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Posts by Shog
Shog's Profile - Posts by Shog
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(restricted)
This is important: Is it possible, to have Mario and Luigi at the same time in a level? I know, this is a "Is it possible" Question, but you SHOULDN'T help me with ASM now. I just wanna know, if it is possible for SMW? Because I can try it out by myself with the coding....

Second: Are the different colors of Yoshi different sprites?
>_<
Code
JMP MarioTouch : JMP MarioTouch : JMP MarioTouch : JMP Return: JMP return : JMP Return : JMP return MarioTouch: LDA $19 CMP #$01 BNE Return PHY PHB LDA #$02 PHA PLB LDA #$00 JSL $028663 PLB LDA #$02 STA $9C JSL $00BEB0 PLY Return: RTL


Why this code won't work? It should make a block that shatter if Mario touch it, but only if Mario is big... are there some Problems with the JMP's at the beginning?
Yeah it works thanks a lot! just one more question: How I can prevent a crash, then a sprite touch it? Because
a) you get a heart attack if you don't know it :P
b) some similar blocks also don't interact with sprites
NO, it works PERFECT with Mario(I've done this after Alcaro said it already), but the Block crash the game if it touch for example a koopa. How to change THAT?
O my god I just forgot to save after I reinsert the blocks >___>

Sorry for wasting your time...
http://www.youtube.com/watch?v=qGupwxjIl4U

My first try in the world of ASM :P
Last edited on 2009-09-05 01:03:54 PM by Shog.
Just a little, short question

Code
$7E:1420 1 byte Counter Yoshi Coins collected. Does not affect status bar.


Is this the counter, which counts ALL Yoshi coins? If yes, could this counter have for example saved 40 Coins "forever"? (For example if you save on the OW and shut down the emulator)
...without chainging ANY level modes @mario head. I just wonder how the

-tranculent effect in SMW works;
-how to use it;
-and the limitations for transculent effects

thanks for any help
Originally posted by Monster

Translucent effects are achieved in SMW by doing color addition/subtraction between the main screen and sub screen.

okay, now I understand, but one thing:

Code
2130 wb+++- CGWSEL - Color Addition Select ccmm--sd cc = Clip colors to black before math 00 => Never 01 => Outside Color Window only 10 => Inside Color Window only 11 => Always mm = Prevent color math 00 => Never 01 => Outside Color Window only 10 => Inside Color Window only 11 => Always s = Add subscreen (instead of fixed color) d = Direct color mode for 256-color BGs


Could you show me an example Code for this (could be even wrong numbers, I just don't get how to work with it) and must I patch this with Xkas or how?

...from a savestate, but I forgot how, can someone help me?

Last edited on 2009-10-14 09:36:16 AM by Shog.
Thanks, That's exactly that what I wanted, thank you ;)

*****ERROR********

Close this thread

******************
First you have to press all 4 Mushroom buttons in this order:
"red, green, blue, yellow"
so you can't have graphic compressing problems with Lunar Magic.

Try this out

Edit: maybe your graphics that you want to add are to big, check out, if all .bin Files are NOT passing in YY-CHR the half bottom of it
Last edited on 2009-10-14 09:59:07 AM by Shog.
I have a question, how big can be a sprite? and can I use a cluster sprite as a boss sprite? Are there some advantages for a "big" cluster sprite?
That means a 16x64 big Sprite should be possible, right?
Okay thanks, so I can make a bigger sprite :D , but I have some little problem, I can't find a code that displays level message #1 , I have even tryed to copy from "guardian"block the level message code, but I failed. Could someone post it here, please?
Nope, it does not work :( Well, nothing happens, I try it out, even just this two lines alone don't work, maybe I must use something like LDY or similar?
(restricted)
Ehm suddenly the block get acting weird O.o it kills now Mario!

Code
!EXIT = $01 ;1 is for normal, 2 for secret JMP Main : JMP Main : JMP Main : JMP Return : JMP Return : JMP Return : JMP Return Main: LDA $15 ;is up CMP #$08 ;pressed BNE Return LDA #$01 STA $1426 LDA #!EXIT TAX LDA $0DD5 BEQ Skip BPL Return Skip: TXA STA $13CE ;activate midway point flag STA $0DD5 ;activate exit point INC $1DE9 ; LDA #$0B ;fade STA $0100 ;to OW (without blur effect) Return: RTL
I have a question about the Terra Stripe, can I for example exchange the "Beta Cage" from number 6, BUT the "beta cage" should exist in the other tilesets, like 0?

And the second thing is, how I can combine this with Layer 3 ExGFX, i don't get how to use Layer 3 Exgfx :(
Pages: « 1 2 3 4 5 6 ... 32 33 »
Shog's Profile - Posts by Shog

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