| Posts by Shog |
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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?
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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 )
Mod edit: Finally found a way to make those quotes show up properly.
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| Last edited on 2009-10-16 11:10:52 AM by Alcaro. |
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-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?
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| Last edited on 2009-10-17 02:26:54 AM by Shog. |
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Originally posted by MonsterYou 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?
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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...
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Where is the regs.txt from Romhacking.net?
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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 CodeRAM 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
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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?
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Ah I see, but..there is this Marine Pop Sprite? I can't find it 
CodeI 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!
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well, this is the Question
(because this would be a good way to have ""different"" palletes for Bowser Valley and Vanilla Dome)
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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?
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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)
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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?
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Originally posted by AlcaroCGRAM 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...
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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?
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For the Muncher Problem: Use a Custom Hurt Block, and copy the Muncher graphics.
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Well here is the problem:

I made a .ssc File:
Code07 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
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Code108BF $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
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Originally posted by AlcaroNeither. You'd want JSL $0286BF.
Thanks and *facepalm* for forgetting $ but now I get how it works with JSL's/JSR's/Jumps
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