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Tip: Don't make Mario die after cutting the goal tape. Fake exits are not cool.
RAM address $7E:1498
Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - RAM address $7E:1498
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Okay so, I was testing my sprite, and I noticed that when I pick it up, Mario doesn't do his ducking pose, so I looked up for a RAM address and I found this one:

Originally posted by RAM Map
$7E:1498 1 byte Timer Time to show player picking an item/object up pose.


I used it as follows:

Code
LDA #$10
STA $1498
[...]


And when I grab the sprite, Mario keeps doing his pose and it doesn't change until I kick the sprite.

Here's the part of the code:

Code
BIT $15		;\ Check if
BVC Contact	;/ X/Y was pressed

LDA #$0B	;\ Set sprite
STA $14C8,x	;/ carryed.
LDA #$10		;\ Set ducking
STA $1498	;/ animation
RTS
[...]


I also tried to see what happens when I grab the sprite, so I watched the RAM address $1498 while playing, and I noticed that the RAM address is #$10 when I grab the sprite, and it starts to decrement every frame, but it just does this:

#$10
#$0F
#$10
#$0F
#$10
#$0F

...and so on. I think it sets to #$10 when I grab the sprite, but it goes back while I'm holding it, and when I kick it, it decrements until it's #$00.

The .CFG file is set to interact with Mario every frame.

Thanks in advance! :D.
Last edited on 2011-12-21 02:02:22 PM by New Hacker.
The way you have it now, It will always make it 0x10. Try something like this:

Code
LDA $C2,x ; or any sprite table
BNE Skip
LDA #$10
STA $1498
INC $C2,x
Skip:
RTS


Then clear it when he is not holding it.
Hmm... Didn't work, Mario just does the same. He freezes in that pose.
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