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Posts by Ramp202

Ramp202's Profile → Posts

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Than there's the problem. It has to end with a Boss for the Credits to happen. (Unless there is a way to do it without a boss using ASM)
I change my layout every 4-5 months
Press the 0-9 Buttons on your keyboard, they'll disable the layers in ZSnes
I change my layout every 4-5 months
The Fast auto-scroll will never stop going to right and because of that, it's going so fast that it's very hard for mario to jump.
I change my layout every 4-5 months
Code
CODE_02C479:        A9 0D         LDA.B #$0D                ; \ Extended sprite = Baseball 
CODE_02C47B:        99 0B 17      STA.W RAM_ExSpriteNum,Y   ; / 

oh i don't know, maybe because the sprite he throws is a extended sprite. (Look at $7E:170B in RAM Map for what extended sprites he can throw)
I change my layout every 4-5 months
umm... just so you know, those HDMA Effects were taken from Ice Man's HDMA Effects patch. i checked both and they completely identical.
I change my layout every 4-5 months
@Wiiqwertyuiop - Hmm. lemme see.

1) No RATS Tag
Code
db "STAR"
dw End-Code-$01
dw End-Code-$01^#$FFFF

Code:

; Your Custom Code goes here

End:

; Do not put anything after here


2) Your Freespace that you pointed it to probably doesn't have enough space. Your code will need 4E bytes including the RATS Tag. (Tip: Look at SIze with Freespace Logger)
I change my layout every 4-5 months
hmm... i would think it would just be changing a couple values from these tables. i don't know since i can't test anything because im using a school computer for this.
Code
X_SPEED             dcb $00,$00,$F8,$00,$08
MOVEMENT            dcb $00,$00,$FF,$00,$01

....

TILEMAP             dcb $EA,$EA,$8C,$8C,$85,$87,$8C,$8C,$87,$85
PROPERTIES          dcb $00,$40,$00,$40,$00,$00,$80,$C0,$40,$40

to
Code
X_SPEED             dcb $00,$00,$08,$00,$F8
MOVEMENT            dcb $00,$00,$01,$00,$FF

....

TILEMAP             dcb $EA,$EA,$8C,$8C,$87,$85,$8C,$8C,$85,$87
PROPERTIES          dcb $00,$40,$00,$40,$40,$40,$80,$C0,$00,$00

I would think that would do for making it go clockwise.
I change my layout every 4-5 months
I did this for my hack before and i still have to code i used.
Code
!Freespace = $128000

Header
LoROM

; ======================================================
; Patch Code + RATS Tag
; ======================================================

org $008F7E
JSL MainCode
NOP #2
;===========================
org !Freespace
!CodeSize = Ending-Routine  
db "STAR"
dw !CodeSize-$01
dw !CodeSize-$01^$FFFF
Routine:
;===========================
MainCode:

STX $0F13 ; restore
STA $0F14 ; hacked code

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

	!HAMMER = $3C  	    ;Sprite number of Hammer
	!BOOMERANG = $3B    ;Sprite number of Boomerang

	!EXTRA_BITS = $7FAB10
	!NEW_SPRITE_NUM = $7FAB9E

	!RAM_IsDucking 	= $73 
	!RAM_OnYoshi	= $187A

	!RAM_MarioXPos	= $94 
	!RAM_MarioXPosHi	= $95 
	!RAM_MarioYPos	= $96 
	!RAM_MarioYPosHi	= $97

	!RAM_SpriteYHi	= $14D4
	!RAM_SpriteXHi	= $14E0
	!RAM_SpriteYLo	= $D8
	!RAM_SpriteXLo	= $E4

	!RAM_MarioDir 	= $76 
	!RAM_SpriteDir	= $157C 

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

               LDA $19			;\If Mario's powerup
               CMP #$01		;|is Big 
               BEQ GETPOWER		;|then continue
               LDA #$00		;|but if he gets hit or gets another powerup
               STA $0DC6		;/then reset the powerup !RAM to Zero.
GETPOWER:
               LDA $7F8820		
               CMP #$0D
               BCC NoAdjust
               LDA #$00		; Initialize !RAM the first time
               STA $7F8820
NoAdjust:
               BEQ CanShoot
               DEC
               STA $7F8820
               BRA RETURN
CanShoot:
               LDA $19			; Only shoot if Big Mario
               CMP #$01
               BNE RETURN
               LDA !RAM_IsDucking
               ORA !RAM_OnYoshi
               BNE RETURN

               LDA $16			;\If holding down
               AND #$40		;|the button
               BEQ RETURN		;|don't shoot more projectiles
               BIT $15			;|But if pressing once
               BVC RETURN		;/fire one projectile

               LDA $0DC6		;\ If the bit is not set
               CMP #$00		;| for the powerups
               BEQ RETURN		;/then do nothing.
               LDA $0DC6		;\If the first bit is set
               CMP #$01		;|for the powerup
               BEQ HAMMER_GEN	;/Then generate hammers.
               LDA $0DC6		;\If the second bit is set
               CMP #$02 		;|for the powerup
               BEQ BOOM_GEN		;/then generate boomerangs.
RETURN:
               RTL


HAMMER_GEN:
               STZ $09
               LDY #$0B
LOOP:
               LDA $14C8,y
               BEQ NEXT
               PHX
               TYX
               LDA $7FAB9E,x
               PLX
               CMP #!HAMMER
               BNE NEXT

               INC $09
               LDA $09
               CMP #$02
               BEQ NOFIRE
NEXT:
               DEY
               BPL LOOP
               LDA #$06		;make fireball sound
               STA $1DFC

               JSL $02A9DE             ; \ get an index to an unused sprite slot, return if all slots full
               BMI RETURN2          ; / after: Y has index of sprite being generated
               LDA #$0C
               STA $7F8820
               LDA #$01               ; \ set sprite status for new sprite
               STA $14C8,y             ; /

               PHX                     ; \ before: X must have index of sprite being generated
               TYX                     ;  | routine clears *all* old sprite values...
               LDA #!HAMMER            ; Store custom sprite number
               STA !NEW_SPRITE_NUM,x   ;  |
               JSL $07F7D2             ;  | ...and loads in new values for the 6 main sprite tables
               JSL $0187A7             ; / get table values for custom sprite
               LDA #$08
               STA !EXTRA_BITS,x
               PLX
               PHX
               LDA #$3f
               STA $13E0
               LDA #$0f
               STA $149C
               TYX
               LDA !RAM_MarioXPos
               STA !RAM_SpriteXLo,x
               LDA !RAM_MarioXPosHi
               STA !RAM_SpriteXHi,x

               LDA !RAM_MarioYPos
               CLC
               ADC #$08
               STA !RAM_SpriteYLo,x
               LDA !RAM_MarioYPosHi
               ADC #$00
               STA !RAM_SpriteYHi,x
               LDA !RAM_MarioDir
               EOR #$01
               STA !RAM_SpriteDir,x	
               PLX
                    
               LDA #$4E                    ; \ set timer until change direction
               STA $1540,y                 ; /     
NOFIRE:
RETURN2:
               RTL
BOOM_GEN:
               STZ $09
               LDY #$0B
loop2:
               LDA $14C8,y
               BEQ next2
               PHX
               TYX
               LDA $7FAB9E,x
               PLX
               CMP #!BOOMERANG
               BNE next2

               INC $09
               LDA $09
               CMP #$02
               BEQ nofire2
next2:
               DEY
               BPL loop2
               LDA #$06		;make fireball sound
               STA $1DFC
               JSL $02A9DE             ; \ get an index to an unused sprite slot, return if all slots full
               BMI RETURN3          ; / after: Y has index of sprite being generated
               LDA #$0C
               STA $7F8820
               LDA #$01               ; \ set sprite status for new sprite
               STA $14C8,y             ; /

               PHX                     ; \ before: X must have index of sprite being generated
               TYX                     ;  | routine clears *all* old sprite values...
               LDA #!BOOMERANG
               STA !NEW_SPRITE_NUM,x
               JSL $07F7D2             ;  | ...and loads in new values for the 6 main sprite tables
               JSL $0187A7             ;  get table values for custom sprite
               LDA #$08
               STA !EXTRA_BITS,x
               PLX
               PHX
               LDA #$3F
               STA $13E0
               LDA #$0F
               STA $149C
               TYX
               LDA !RAM_MarioXPos
               STA !RAM_SpriteXLo,x
               LDA !RAM_MarioXPosHi
               STA !RAM_SpriteXHi,x

               LDA !RAM_MarioYPos
               CLC
               ADC #$08
               STA !RAM_SpriteYLo,x
               LDA !RAM_MarioYPosHi
               ADC #$00
               STA !RAM_SpriteYHi,x

               LDA !RAM_MarioDir
               EOR #$01
               STA !RAM_SpriteDir,x	
               PLX

               LDA #$4E                    ; \ set timer until change direction
               STA $1540,y                 ; /     
nofire2:
RETURN3:

               RTL

Ending:

I also made it a little easier to read instead of it being in mumbo jumbo places.
I change my layout every 4-5 months
If you mean changing Nintendo Presents to look like 2012 Presents than go into GFX00 with YY-CHR and switch it to 4BPP SNES. you'll see it than.

If you mean however changing the size of it than that'd be a little more complicated, however, you can change it to 64x64 with the "64x64 Logo Patch" in the Patches section.
I change my layout every 4-5 months
Download YY-CHR from the Tools Section
You get GFX00 or AllGFX from Extracting it fro the rom with Lunar Magic (It's one of the mushroom buttons at top)
And there's a YY-CHR in either of the Tutorials Section.
I change my layout every 4-5 months
If you want to rip using Edit's BG Ripper, than it'll have to be a PNG. but if you want to rip just from the picture than it can be whatever format.
I change my layout every 4-5 months
Quote
when I try to open the application. is closes just as soon as I open it.

Addmusic is meant to be opened with Command Prompt.
I change my layout every 4-5 months
I change my layout every 4-5 months
It's already set to be a limited multi-jump. all you do is change this to the number amount of jumps you want the player to do
Quote
!number = $05
I change my layout every 4-5 months
The *.bin file that are in the blocks zip file aren't GFX Files, they are the same blocks but in BIN Format.
I change my layout every 4-5 months
Quote
BIsPressed:
DEC $0660
LDA #!speed
STA $7D

comment out the DEC $0660 (Also, sunwarrior, i found out why it kept making it be a infinite jump, it's because Ixtab forgot to put it as DEC !free_ram)
I change my layout every 4-5 months
Ok. first things first.

1) This sprite requires it's graphics inserted through manually. did you do that? if not than do this
Quote
1) Open up taptapgfx.asm and change the "org $6A8000" to another freespace. (Best to change it to a freespace that has a entire bank (0x8000 bytes))
2) Once changed, go to taptap.asm and change "!SPRITEGFX = $6A8000" and change $6A8000 to the freespace you put in taptapgfx.asm (Do not add 8 bytes since it does it already when it calls it)
3) Now patch taptapgfx.asm (along with taptap.bin where it is) to your rom than insert the sprite with Spritetool
I change my layout every 4-5 months
@B.B.Link - It happens to mostly everyone, sometimes mario will have less priority over the object he's holding (Since mario is the top priority, when he goes through a pipe, he will need to have less priority to be able to have the effect, otherwise he would be infront of it)
I change my layout every 4-5 months
Tweaker is used for normal sprites. The CFG Editor included with Sprietool is the one for custom sprites
I change my layout every 4-5 months
Originally posted by sunwarrior25
The game now plays the Time UP! SFX when entering levels...

Change $0491E1 (1 byte) to the SFX you want to play when you enter a level. (Depends on what you changed $0491E3 to, if F9, go to $1DF9, if FC, go to $1DFC)
Originally posted by sunwarrior25
Everything is still active during message box texts

Did you not want the game to still be active during message boxes? If you did not than change $00A1E3 back to 60 (RTS)
I change my layout every 4-5 months
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