| Posts by HuFlungDu |
|
|
|
|
|
|
|
|
|
alright, one more question, Where do I insert this code into, Do I just overwrite the original Firaball routine or what?
|
|
|
|
Does anybody know where to get some good instrument samples for SMWS? I'm currently trying to make my own but they all sound like crap so if someone knows where to get some good ones that would be great.
thanks
|
|
|
|
|
I can't remember precisely where the yoshi eating enemy routine is, I just found it a while back and came up with this Idea but could find any way of implementing it. It's just a matter of going through and finding it again, I'll let you know when I do.
|
|
|
|
|
Sorry, I'm looking for samples that will make the music sound more realistic. I understand how difficult this is since I've been trying to make my own samples and they usually just end up being beeps that sound terrible. I was just wondering if anybody else had samples that didn't just sound like beeps.
|
|
|
|
alright screw it then, I'll just try to make it from scratch, Probably take a while though... actually i'll probably never get it done but we'll see.
edit: I can't make it so your on Yoshi the whole time because the Yoshi is an important part of the hack. That's a very en genius idea though.
|
| Last edited on 2009-08-09 09:59:56 AM by HuFlungDu. |
|
|
|
|
How do I change the direction a sprite will go after it gets hit with a fire ball? I want for the sprite do die and move towards Mario when it gets hit with a fire ball. so far all I've managed to do is make the sprite not die or turn into a coin and jump up and walk away from mario when I hit it with a fireball.
|
|
| (restricted) |
|
|
Yeah I figured it was impossible on the snes but thought I would ask anyway since I have heard some really good sounds with midis where they sound exactly like the real instrument, oh well, guess I'll just make my own as well as I can
thanks
|
|
| (restricted) |
|
|
I want to make it so that RAM address $7E:0EF7 has a 1/32 or 1/64 chance of being negative and the value gets reset every time you move spaces. basically this will give me a 1/64 chance of being sucked into any level. I know I need to make a randomized timer similar to the one used in the hand sprite
TimerZero:
LDA $13
STA $148B
LDA $14
STA $148C
JSL $01ACF9 ;get random value
AND #$1F
BNE NotHappen
LDA #$50
STA $0E05,x ;timer
LDA #$01
STA $13D9 ;pad input mode
(this gives you a 1/32 chance of an event happening)
and I need to tell it to do A if timer = x and B if timer = y but i can't think how to refresh the timer every time you go between levels (except that maybe the negative value is part of the routine and is already looped between levels in which case I would need to make a new subroutine and point it towards that (which is actually probably a better idea now that I think about it)
If this not clear let me know cuz my grammars suks oftenly
thanks
|
| Last edited on 2009-08-10 04:42:29 PM by HuFlungDu. |
|
|
|
sorry, I didn't realise my grammar was that bad... anyways, here is what I meant to say:
How do I change the direction in which the sprite will move after it is hit with a fireball. I have seen this done in hacks such as the second reality project in which the sprites will go up, then down and to the left, followed by them going down and to the right. When the enemy sprite gets hit with a fireball, I want it to proceed in Mario's direction. I have currently only been able to cause the sprite to not die when you hit it with a fireball. I have also been able to cause the sprite to move quickly in the upward direction and begin to walk in the direction away from Mario.
Better?
|
|
|
|
|
All sprites that are hittable (I don't think that's a word but whatever "can be hit" I think you got the idea) by Mario's fireball. I just want to change the death animation from being a puff of smoke and turning into a coin to making the enemy move towards Mario (and not hurt him obviously. I want to change the animation when a sprite that can be killed by a fireball is killed by a fireball.
|
|
|
|
So there is no way I can just apply this generally, because I want the to be on every level or do I have to apply this to every level in the game?
thanks a lot by the way
|
|
|
|
|
Alright cool. that patch will get me about 25% of the way there, but I still need to fix it some for my needs. Thanks a lot I should be able to figure it out from here.
|
| Last edited on 2009-08-11 09:51:23 PM by HuFlungDu. |
|
| (restricted) |
| (restricted) |
| (restricted) |
| (restricted) |
| (restricted) |
|
|
I want to make it so that when a fireball hits the ground, instead of bouncing back up, it just disappears in a puff of smoke like when it hits a wall. How would I go about doing this?
Thanks
|
|
|
|
|
|
|
|