| Posts by Fierce Deity Manuz OW Hacker |
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Originally posted by MSAhm3d59113Originally posted by mariofan1000Where is the title screen GFX located at?
If you mean the SUPER MARIO WORLD on the title screen, its GFX29 - In YY-CHR - go to 2BBP - GP
It's 2BPP-GB, but it's GFX28, no?
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Open bin files instead of smc files...
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Simple: Koopa's palette overwrote the letter and blocks' palette. Edit the koopa to make it have the same palette as old Mario and edit palette.
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Originally posted by Fourpify@vitor vilela - Alguns patch arent compatíveis entre si, uma vez que ambas as vezes cortar o mesmo RAM Endereço
@Lunatic Wolf - Seu Bem-vindo
@vitor vilela - Alguns patches não são compatíveis entre si, já que às vezes usam o mesmo endreço RAM
@Lunatic Wolf - Seja bem-vindo
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What does commands such as LDA.w do???
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Você esqueceu de editar uma PARTEZINHA de nada do GFX00...
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Originally posted by SolidSnake141.35LDA means load from accumulator.
STA means Store to accumulator.
For more info on asm and it's commands, see This.
Click "This" above. 
I know about LDA, STA, and such, but I didn't understand commands LDA.w...
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Originally posted by Matt23488Ok guys, I've got another small issue. Also in my hack, the player can reenter the switch palaces in order to deactivate the switch blocks. I used ObjecTool in conjunction with Block Tool, so that the game checks if the switches are active or not, and loads the custom block accordingly. Here is the code for the activating and deactivating switches, for the Yellow Switch (inserted twice for the top 2 tiles of the switch) All other switches are the same, except for the flags and the "Act like a switch was pressed", the LDA #$01 would be different
Code
Mario:
LDA #$01
STA $1493; End the level
LDA #$01
STA $13D2; Act like a switch was pressed
LDA #$0C
STA $1DFB; Play the level beat music
LDA #$01
STA $1F28; Turn the yellow switch blocks on
Return:
RTL
And
Code
Mario:
LDA #$01
STA $1493; End the level
LDA #$01
STA $13D2; Act like a switch was pressed
LDA #$0C
STA $1DFB; Play the level beat music
LDA #$00
STA $1F28; Turn the yellow switch blocks off
Return:
RTL
And it works exactly like it should, but there is something unexpected. Sometimes when I hit the switch, it spawns the "pressed ! switch" (like when you press the switch in a clean game) and most of the time (about 90%) it doesn't change. And when it does change, its ALWAYS the green pressed switch. As you can see, I don't have any code that makes it do that, I was just wondering why? And how can I make it ALWAYS do that?
Second code: Use STZ $1F28.
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For all I know, you forgot to add interaction with mario... Put this on your code first:
JSL $01A7DC
BCC RETURN
Now, you add the interaction:
LDA $0E
CMP #$E6
BPL SpriteWins
JSL $01AA33 ;\ Set mario speed.
JSL $01AB99 ;/ Display contact graphic.
LDA $140D ; IF spin-jumping ..
BNE SpinKill ; Go to spin kill.
LDA #$10 ;\
STA $AA,x ; | Make sprite fall.
JSL $01802A ; |
LDA #$02 ; |
STA $14C8,x ;/
LDA #$13 ;\
STA $1DF9 ;/ Play sound.
RTS
SpinKill:
LDA #$04 ;\
STA $14C8,x ;/ Sprite status = killed by a spin-jump.
LDA #$08 ;\
STA $1DF9 ;/ Sound to play.
JSL $07FC3B ; Show star animation effect.
RTS
;===========================================
;Sprite Wins
;===========================================
SpriteWins:
LDA $1490 ;\ IF Mario has star power ..
BNE HasStar ;/ Kill sprite.
JSL $00F5B7 ;\ Otherwise, hurt Mario.
NoContact:
RTS
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I think it doesn't have a flag in RAM, but you can do this:
CodeJSL $01A7DC
BCC RETURN
LDA #$01
TSB !An_empty_RAM_of_your_choice
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I need help in two questions:
How do I make a sprite 32x32 animate between 4 frames? And how do I add pieces of code depending of the current frame? It's because I want some rotate boosts...
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@NEP-ENUT: Quanto ao seu HDMA, vi que você colocou LDA #LABEL LABEL: db $xx. Isso não é válido em ASM. Indexe o valor do LDA em X ou Y e retire o "#" (LDA LABEL,x).
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This is the BIGGEST problem: Items Reserved uses SAME palette of the equivalent sprites...
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Welcome again, SMWCentral! Now, I'll put my project for C3: "Mario in Valhala 1, the Secret Castleland".
Now, images of my exaustive work:


My best skill: OW
 
 
Some levels I made.
EDIT: Forget the tree with the cut-off in the Ice OW. I've already fixed it.
I hope I'll start to do Demo 3 to this C3...
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| Last edited on 2010-05-09 06:12:02 PM by Fierce Deity Manuz OW Hacker. |
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May I claim these sprites?
1C - Bullet Bill
75 - Fire Flower
13 - Spiny
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I think you put ADC YDISP. Try to put SBC instead.
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Did you try JSL $01A7DC before BCC NoContact? Maybe this...
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I'm trying to make a Dino-rhino sprite that is upside-down and shoots fire when Mario comes near (with a specific frame). But when I test the sprite, the level doesn't appear! What have I made wrong?
Code: DOWNLOAD
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