| Carryable sprite pushing Mario backwards? [Solved] |
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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - Carryable sprite pushing Mario backwards? [Solved] |
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| Posted on 2012-06-20 02:13:01 AM |
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I was able to make mikeyk's Ice Block kickable by using CFG Editor to make it act like a Throw Block sprite and tweaking it from there, but I'm having an odd problem with it. A Throw Block sprite is created inside the Ice Block, and seems to be slightly to the right of it. It's carryable and kickable and works almost perfectly, but it pushes Mario backwards about every half a second while he's holding it, and I don't understand why. It seems to be drawing a Throw Block behind the sprite instead of just acting like one.
The ASM code I'm using is the Ice Block ASM included with Sprite Tool, and an edited version of Jagfillit's Fire and Thunder fireball posted here. My config file is set up as follows:
Code01
53
90 00 36 21 10 80
00 00
ice_block.asm
0
Video: http://www.youtube.com/watch?v=j9TduWVDLes
Any ideas how to fix this? I've tried the suggestions from this thread but either they didn't work or I've put the code in the wrong place.
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| Last edited on 2012-06-23 08:11:37 PM by MrFwibbles. |
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| Posted on 2012-06-21 07:20:21 PM |
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The sprite calls the Invisible Solid Block routine (used by the info box, etc.). In addition, the sprite never checks for $14C8,x anywhere in the (small amount of) code in the ASM file to allow this possibility.
Find:
..And replace with:
Code LDA $14C8,x
CMP #$08
BNE $04
JSL InvisBlkMainRt
This will make it so only when the sprite is in a normal status will it be able to be solid, rather than being solid during the state in which it is being carried, kicked, killed, etc.
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| Posted on 2012-06-23 06:36:30 AM |
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Thanks, but it says the code didn't assemble correctly. It's that BNE $04 line, if I edit it to use a label then it kind of works but I can't tell where it's supposed to be branching to...
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| Posted on 2012-06-23 02:18:59 PM |
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It's fixed to branch to directly after the JSL (i.e. skip four bytes). I'm not sure why you'd be getting assembly errors, but if labels work, then put one right after the JSL.
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| Posted on 2012-06-23 02:53:31 PM |
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Oh right. I forgot that TRASM doesn't allow that. Try this:
Code LDA $14C8,x
CMP #$08
BNE skipsolid
JSL InvisBlkMainRt
skipsolid:
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| Posted on 2012-06-23 08:10:57 PM |
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Awesome, it's working perfectly now. Thanks for the help!
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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - Carryable sprite pushing Mario backwards? [Solved] |