| Posts by Neosz |
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Alright, I extracted my GFX into the graphics folder and I changed the flip block to the SMB3 breakable block. With the correct palette, the block has a brown outline.

So I edited it on YY-CHR so it looks like this.

Then I saved it, inserted the GFX into my ROM and it still shows up with the brown outline. Anyone know what to do?
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Lol, I'm so stupid to forget that the block I changed was the turn block -.-.
EDIT: I changed the outline of the regular block to black but it comes out as the background color of the level in the game, any ideas?
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| Last edited on 2008-12-14 03:32:21 PM by Neosz. |
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I tried using 02 and it still blends with the background.
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Please remove this, i didn't look at the "Please read this before asking a question" thread
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| Last edited on 2008-12-16 09:24:28 PM by Neosz. |
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I just need the basic idea on how to start on a "Paper Mario" style hammer using the "c" key (replacing the spin jump), and how to make Mario always stay "Super Mario" no matter what. I'm posting here because I'm horrible with ASM.
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Paper Mario 1 is my favorite by far, I fell in love with it as a kid.
I would say partners in time because the DS added a lot to the game.
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I just hex edited the cape to work like SMB3's raccoon powerup, but the only thing missing is that it doesn't play a sound when you tap b to float. Does anyone know how to make it play the sound?
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'The great wipe' - Lol
Thanks for the help, if you can find the patch, just reply .
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Lol -.- you can also give me a link.
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You could put it as unknown, that's the easy way.
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What's the batch file for? I tried patching it with xkas and didn't work, do you know how to use it?
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I renamed it and then the batch said
"C:\lips100\xkas-simple-\xkas-simple->xkas raccoon.asm smw.smc
Press any key to continue . . ." and I tested my rom and nothing happened.
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I'm trying to make the status bar look like the one in SMA2, and so far I'm doing pretty well. The only thing I cant figure out is how to make get rid of the small star point counter. Here's a comparison of SMA2 and my hack.
SMA2:

My Hack:

So, does anyone know how to delete that counter?
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Oops, should have checked the ROM map, it never fails.
EDIT: Never mind, it failed.
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| Last edited on 2009-03-31 03:45:49 PM by Neosz. |
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I moved the big bonus star counter away from the small one to make the status bar closer to the SMA2 one. And I'm not sure how to delete the small one only.
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Alright, I have a few questions:
1.How would I unlock the black pallets that according to Lunar Magic, are "hardcoded by ASM"?
2. How would I animate something for every level? Like coins.
3. How could I remove the small bonus star counter without messing up the big one?
Thanks.
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WYE, I meant using the hardcoded pallets without using a custom pallet.
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It's actually really useful, with a couple flaws.
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CLOSED
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| Last edited on 2009-04-04 12:24:45 PM by Neosz. |
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I'm trying to modify the powerdown patch to act more like SMB3. Right now, I'm trying to get it to play the sound that it plays when you have a carryable at the goal point. I was checking out Schwa's ASM tutorial, and the sfx list. It says that it's sound 0C in bank 1DF9. Here is my code, for some reason it plays some firework sfx instead of the one I want.
Code
;;;
; Powerdown
;
;
; found in SMwiki, Submitted by aiyo
header
lorom
org $F600
JSL Main
org $1fb000 ;the SNES adress the code will be inserted to this can be changed to anywhere in the ROM area
db "STAR" ;\
dw $0080, $FF7F ;/ A RATS tag used to protect 80 byte
Main:
lda $19 ;\
cmp #$02 ; |If Mario is Super
BCS to_super ; |then {
STZ $19 ; |set Mario to normal ($00)
lda #$29 ; |this is the instruction we removed to put the JSL
rtl ;/ return }
to_super: ;\
lda #$01 ; |else {
sta $19 ; |set Mario to super ($01)
lda #$29 ; |this is the instruction we removed to put the JSL
sta $1DF9 ; |change to bank 1DF9
lda #$0C ; |SMB3 powerdown sound
rtl ;/ return }
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