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Posts by Shog
Shog's Profile - Posts by Shog
Pages: « 1 ... 3 4 5 6 7 ... 32 33 »
It kinda make sence, but just to make it no mistakes:

Do you see the Donut Clouds? I use them instead of my border, so I DON'T need Layer 3 ExGFX right? And with Terra Stripe, it "is" in EVERY level, right?
Originally posted by Satan >:]
I'm not sure about how Terra Stripe works, but if you replaced them in your GFX[Whatever].bin then they're not tileset specific. In other words: You should be able to use them in any level


Okay that makes sence, and since trying on a other Rom is easy, I will test it and post what happens (danke RPG Bäcker :P )

Mod edit: Finally found a way to make those quotes show up properly.
Last edited on 2009-10-16 11:10:52 AM by Alcaro.
-if there is a way, that SMW can have "addiotional ExGFX" i mean additional graphics, that are stored in different place, for example in Freespace?

If yes, could you explain me what I have to attend?
Last edited on 2009-10-17 02:26:54 AM by Shog.
Originally posted by Monster
You mean what Lunar Magic already does?


me : !EPIC FAIL!

Okay I see I'm a moron XD I actually mean MORE Place for FG3 FG2 BG1 etc. addtionally BG2 FG4 , can you follow?
Actually, a mod could close this, why? I have to find a way to make VRAM bigger, there is a way, sure^^ B
ut this thread does not help me, and I can find the patches now relative easy...
Where is the regs.txt from Romhacking.net?
I want to make a SM64 shell based on different another custom sprites;
THIS IS NOT A REQUEST!!!

What it have to do:

- its a shell what you ride on water/lava, its "rideable" and if you jump, it jumps to. It "follows" Mario

-Additional: It flashes, it plays custom sound, just limited time (custom timer)

First of all, I think, I need the disassembly from Floating Skulls, most important is this:
Code
CODE_02EE57: JSL $01A7DC ;\ if Mario not touching sprite, BCC Return02EEA8 ;/ return LDA !RAM_MarioSpeedY ;\ if Mario moving upwards, BMI Return02EEA8 ;/ return LDA #$0C ;\ set sprite trigger STA $18BC ;/ LDA !RAM_SprOAMIndex,x ;\ make sprite graphics sink slightly TAX ; | INC !OAM_DispY,x ;/ LDX $15E9 ; load sprite index LDA #$01 ;\ set platform type STA $1471 STZ !RAM_IsFlying ;clear flying flag


This should make it realistic(the shell goes one pixel down)
Then, it should "stuck" at Mario, the "Metroid" should have some code hat could fix this "problem" , I have no time to look over it, but I think you get what I mean.
Increasing the Speed is relative easy, thanks to this line from the
Code
RAM MAP: $7E:007B 1 byte Player Mario Xspeed. #$7F is the fastest rightwards speed, while #$80 is the highest leftwards. +/-#$15 is fully walking, +/-#$30 is fully running. #$00-#$7F is right, #$80-#$FF is left.


So and now I stuck at a point about ASM, what I really hate, "How to combine them, idiot?"
This makes me really angry, ASM is NOT a hard task to manage, okay maybe I made some mistake above, but I think you get what I mean...

I have just a question to the advanced Assemblers, how the shit you combine it?
I mean, i make some patches, I make custom blocks, but I suck at Custom Sprites (and you see, I actually understand what I need...even if the above code is shit, it is kinda an example)


PS: Sorry for strange Layout, if someone could fix that, please PM me
Well try&test^^ But I wouldn't use big boo for example, I know you know that too, but why you don't try it with some interesting sprites?
Metroid Fusion -Frozen in Time My only "good" port...well okay, my only port is better to say.
Ah I see, but..there is this Marine Pop Sprite? I can't find it :(
Code
I have a code that works with the Marine Pop that makes it auto-move which might be sueful.

This sounds good! I also need to check how something can "ride" on water

(And some another thing I noticed that someone wants that sprite in the request thread lol)

Anyway, thanks for help!
well, this is the Question
(because this would be a good way to have ""different"" palletes for Bowser Valley and Vanilla Dome)

Ah okay, but I don't get how to point to the OW or better, different submaps, could someone explain me that with some cheap gradient code, too?
Du you rename in the .cfg File from it, that the anme is now called "blockseth.asm" and not "Magikoopa.asm"?(Use Twaeker if you forgot that)
I think this is advanced,
Actually, everyone knows taht Palletes 0-3 are glitching (black gets red, white gets yellow etc.) but...WHY? I thought changing ROM while playing is impossible, there MUST be a way, or better:
How are even the palletes in the overworld "stored" or different from the level pallete?
Originally posted by Alcaro
CGRAM is updated when the events are being revealed.
This is why those palettes are invalid.

Sorry, I don't get that, Events are the problems? What if you disable them or, maybe you can change that with some Hexediting? I can't think that they're "Invalid", I mean how has the SMW Programer have made th colors^^ (green, brown etc.)
And...
i think i don´t see the forest for the trees...
Hmm what is better for a Mario Powerup, which spawns a sprite: A cluster sprite or a extended? Just think of a "addtional" Fireball Powerup.

And if I use a japanese bosssprite as a "base code" for a another boss I make, can I upload it here or is that against the rules?
For the Muncher Problem: Use a Custom Hurt Block, and copy the Muncher graphics.
Well here is the problem:

I made a .ssc File:
Code
07 22 0,0,401 Rotes Springbrett untragbar



could someone tell me what I've done wrong?(Btw, there is a Tab between R and 1, but SMWC does not show it correctly
Code
108BF $02:86BF 46 bytes Subroutine Yellow Yoshi earthquake subroutine.


Quick question: If I want to jump to this Routine(it should be in the end a generator)should I write this:
JSR 0286BF
or
JSR 108BF
? I need just a fast correct answer, explanation is not needed
Originally posted by Alcaro
Neither. You'd want JSL $0286BF.


Thanks and *facepalm* for forgetting $ but now I get how it works with JSL's/JSR's/Jumps :D
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Shog's Profile - Posts by Shog

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