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Posts by tmercswims
tmercswims' Profile - Posts by tmercswims
Pages: « 1 2 3 425 26 »
I am having a strange issue with the clock in the status bar. It starts at (no matter what the time setting is) 'B00' and counts down 'A99' 'A98' etc. until '999' then down to zero and when it does get to zero, Mario dies and then the game appears to crash.
Screenshot:

I should also mention that I did add a number of ASM patches, and did try to resolve this issue with the Status Bar Editor, with no success.

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Hahaha. The Boos.......
Ahem.

I did try that, but if I override the limit and set it to 0 (no limit) then it starts at B00 anyway. If I override the time and set it to anything but 0, then it does start there like normal. However, if the time runs down and Mario dies from time then the overworld does not return to view. The game sits on a black screen.
I just tested the death problem, and it turns out this happens when Mario dies regardless of how. :/

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1player.asm - No 1/2 player option
classicfire.asm - No coin when you burn an enemy
disablescore.asm - No score
m7gameover.asm - Mario spins and disappears on the game over screen
smwfix.asm - fixes for the para-koopa's wings, Wendy's bow, the silver P-Switch bug, and the palette for the "S" in "MARIO START!"
timefix.asm - If you die in a level with no time limit it won't say "TIME UP!"

I have used every single one of these patched before with no trouble whatsoever.

EDIT - I also remembered that I added some patches and graphics for the screen-scrolling teleporter pipes. If that matters.
And I have not done that before now.

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Originally posted by everest700
My guess is that you messed with somthing in SMWSBE.

Well...... The only thing that I did in SMWSBE was take away the last '0' in the score counter. And then this problem began, and I messed with the time counter box a lot. I don't know if I hurt or helped though.

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Ah well.
I didn't lose any work, I was just hoping that maybe this could be resolved. But that's okay.
Thanks for the help those guys, it is much appreciated! #w{=D}
Unless you can think of anything else (and please don't worry too much, it's not that big of an issue) topic closed?

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Hi all. I'm not really a n00b at hacking, but by no means am I an expert. I know my way around.

So in my hack I am making it score-less, so I used Iceguy's disable score patch and got rid of the score tiles using YY-CHR. But I am still stumped on how to get the game to not display the addition of the points for time bonus. It doesn't add them to score because of the patch, but it still shows them.
Is there a way to stop that from being displayed?

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Well first thanks for the reply!
But uhh... how do I go about doing this? I mean, I said that I was familiar but... not this much. #w{=P}
If you could point me in the right direction is all, link to a guide maybe, I would be thankful.

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OK, thank you a lot! I will give this a try just as soon as I have enough time to sit down and focus, and I will reply back with my findings!

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Ah! Thank you Milk! I applied that and it did it! The only thing now is that after a level is beaten it doesn't show the [time] x 50 = ------ But it does show the score descending to 0 as if its being added to the counter. Any idea how to get rid of that?

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Yes yes yes!!! That is perfect!!! Thank you so much Milk. I appreciate it a lot!!!:D

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So I downloaded this graphic set for the sideways and corner munchers.
But when I follow the process of inserting it, I get this:

Instead of this:


Help please? I can't figure out what I am doing wrong. *scratches head*

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Thanks for the replies guys!!

@mockingod I already did that, no luck :( Any other suggestions?

@undefinied3 Can you point me to a good tutorial for what you mean? I would very much appreciate it.

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AhHa!! I got it! Thank you E-Man, the (partial) tutorial that you posted helped me out enough and I got it working! Thanks a bunch!

Edit: Now my ROM doesn't work....... #w{x(}

'Nuther edit: I realized that it wasn't the animation that made it not work. Disregard the edits :P

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I used edit1754's Message Block and Light Switch Block Fix Patch to move the info and light switch blocks up a pixel in order for them to be in line with normal blocks to great success. But I want to expand upon it, doing the same thing to both turn block bridges (sprites 59 and 5A) and the exploding block with a fish/goomba/koopa in it (sprite 4C) but don't know how to do this.
Here is the original patch:
Code
header
lorom

org $0182EF
		dw BlkSprInit
org $01830D
		dw BlkSprInit

org $01FFF0
BlkSprInit:	LDA.b $D8,x
		SEC
		SBC.b #$01
		STA.b $D8,x
		LDA.w $14D4,x
		SBC.b #$00
		STA.w $14D4,x
		RTS

I have tried looking at all.log, the ROM and RAM maps, and numerous ASM tutorials, and I can't figure it out. Any help would be appreciated!
Thanks in advance!

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Ah thank you so much! That worked perfectly!
Now if you don't mind me asking, could you explain (or point me to somewhere that will explain) how you knew that/how you found it out? I really want to learn these things so I don't have to ask all time :P
Thank you!

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Hmmm... Alright. See, I tried to do that, but I couldn't get from the big mess of the all.log to the orgs and the dws.
I'm assuming this is what you are talking about?

This table here?
But how did you get from that to the orgs and dws?
Don't have to answer, this is just learning for me now haha.

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Got it!
Ah thank you so much for your help and for putting up with my noobishness hahaha. I really appreciate it! :)

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(restricted)
So I have had this idea for a while now, and know how to implement it all except for one thing.
What I want to do is have a block that is not solid until all the switch palaces are passed. Which is easy enough with this:
Code
;Acting like 25 in LM
JMP Main : JMP Main : JMP Main : JMP Main : JMP Main : JMP Main : JMP Main

Main:
	LDA $1F27
	CMP #$01
	BNE Return
	LDA $1F28
	CMP #$01
	BNE Return
	LDA $1F29
	CMP #$01
	BNE Return
	LDA $1F2A
	CMP #$01
	BNE Return
	BRA Solid

Solid:
	LDY #$01
	LDA #$30
	STA $1693
	BRA Return

Return:
	RTL
(Which could probably be cleaner, but it works.)

Now, this is all fine and great. But I also want the graphics to change once all the switch palaces are pressed, from this:

To this:


But I can't figure out how to do this. I'm assuming its the custom or one-shot ExAnimation slots in LM, but I don't know how to use those.
Any help is greatly appreciated!:)

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(restricted)
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tmercswims' Profile - Posts by tmercswims

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