| Posts by smkdan |
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I am not making anything until taptap is fixed. If I can't find the problem, I have other projects outside of SMW to work on. I'm not leaving a train wreck of half working sprites. I'm doing something that has a serious effect on the sprite loader, what with locking all new sprites in INIT status, but I don't know what could do something like that.
mario90: That is the exact problem Reini had, but was fixed by me doing nothing but reinserting them into the ROM. It's a nonsense fix, ofcourse.
-Did you change anything in the .cfg file?
-Sprite tool version?
mario90:
Code;EXTRA PROP 1:
;Sprite number to generate
;EXTRA PROP 2:
;How many of chosen sprite (above) can be on screen before it stops generating. A sprite is counted even if it wasn't generated.
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| Last edited on 2007-10-30 03:51:48 AM by smkdan. |
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CodeLDA #$05 ;Play sound effect when reset...
STA $7E1DFC ;...Sound effect register
LDA $7E1DFC
CMP #$05
BEQ Addcoin
It's redundant code. You're comparing a value instantly after you store it.
This instruction doesn't exist. xkas just trims it so that it actually gets assembled to STZ $0F48. On the regard, you can drop the 7E from addresses since the first 8kb of RAM is visible from all banks SMW stays in.
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3F6BA for grey statues. 8521 for golden statues.
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I didn't fix anything. I just reinserted the sprites and it magically fixed itself. The problem cause is still a mystery.
Yes Winter, it would be possible.
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mimic: it's not that, trust me. The same offscreen code is used in everything really.
I have to come to conclude that:
There is nothing wrong with my implementation. My implementation works without issue. Just ask Reini. The problems you guys are having defy all logic I have regarding this. How something can cause a collossal mess up of sprite tool's ASM is beyond wierd, especially the part where it screws up everyone else's ROM, but mine's fine.
I uploaded the .asm and .cfg again for taptap. Try it again, if it doesn't work I give up on it unless mikeyk chimes in with the magic fix. It's a problem that simply shouldn't exist, so I have no motivation to... 'fix' it.
Grunt had a logical fix though, so that's nice.
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Here's one person that cares. The last version I was unable to use comments (atleast for me), which made it a bit of a hassle to code. That would be my main complaint for it along with tabs / spaces making it choke at assemble time. I'll let you know what I think when I get some time for it.
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I think I'll just go with "It works for me, it should work for you" and be done with it.
Here's a somewhat boring release.

Stretch fills the void of remaining 16x16 tiles. With more animation than the YI one, actually. Makes use of an unused frame.
Next round is SP4. I'm going to start with pirhana plant that shoots needlenose bombs.
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Look past the first 5 lines. You'll see it's all done in the .cfg editor.
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HDMA should not contribute to slow down, unless you try really hard to make the setup code as nasty and meaningless as possible.
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Stretch: That ctually comes as a surpirse. I didn't realise they get squished like that when you step on them. One stomp and I wouldn't have made it. There's no room for squish GFX, and it happens to use SFX for the squishing. I'll put a note on it.
BVZ's: You didn't set it up. See asm file.
I already replied in that other thread for the egg plant...
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In the .cfg editor ofcourse.
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Troopa Pride: I'll speak for that. It's not hard, it'll just look crap. If someone had a SFX sprite system (I know that's not an easy task, but definitely possible), I'd be making use of it. Facing Mario takes 3 instructions, BTW.
Here's the current tilemap. I have no patience for GFX work so if someone can do better for the default, please go right ahead.

Should be done sometime soon.
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darkbrandflake11: Not really...There's still some YI stuff I want to do first.
Aiyo: MiOr's already done both, but I don't see them on his site yet.
Boing: I know how to code SFX (a bit anyway. I can rotate stuff), but SMW itself needs alot of tweaking to get it to work with it. The smoke is an extended sprite so it has it's own resources seperate from normal sprites.
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I didn't catch that then.
My bad, that link was not to be shared. Sorry for the trouble.
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| Last edited on 2007-11-03 03:41:25 AM by smkdan. |
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Yeah, I goofed.
 
I uploaded it now. It's a bit rough but it works for the most part. The Wild Ptooie Pirhana (who names these?) needs to be config'd for the needle nose bomb sprite number.
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I think it means that LM's 'free space finder' will not read the RATS tag right, causing it to possibly overwrite sprite data. I remember getting that error when I used an unheadered ROM.
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OK...
Fat Guy probably won't happen because it uses too much resources. Flame guy is possible, I can't see it being too much trouble. It only uses the SFX a bit.
I know where the line guide code is and gave it a look but I have trouble understanding how it operates.
If mikeyk comes back, I'd like to hear his thoughts on the taptap. He'll probably be intrigued since it blew up his code in evrey hack it touched (except mine).
Update: I have rideable balloons now. Thought I'd do something simple after the pirhana.

That's the sprite being used together with the shooter. The shooter generates balloons at the X pos, disregarding the Y pos (always from the bottom of the screen).
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No excuses. I really screwed up here. Never thought it would lead to someone spoiling his alias and potentially having him drift back into obscurity. Next time I keep anything I get to myself.
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Sorry for butting in, but could you all just stop derailing my thread? Thanks.

Bit more inline with the YI ones. They generate with random colors and are react to Mario's standing on them.
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