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Posts by tmercswims

tmercswims's Profile → Posts

I guess so. Sorry about that man :(

And thanks for entertaining my silly idea haha :P
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They are all in GFX33.bin.
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Your friends are wise.

Personally I use Microsoft Security Essentials. It's a great program, it's lightweight, has live protection, scans all incoming files quickly and quietly, and doesn't intrude. The best part is that it is free, so long as your copy of Windows is genuine. Supports XP SP3 up through 7 SP1.

Or you can try AVG Free, or the myriad of other free programs. Although none are, in my opinion, as good as MSE.
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On the main forum page, it doesn't update the "last post" thing for me.

Example - It says (for me right now that is) that Ultimaximus has the last post in Computers and Technology. But that is not true. I do. Could it have something to do with the fact that it is in the Tech Desk subforum? Still though.
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The pony comes out, but first you must learn to ride it! Here is how.

I will take two gallons of spam to post in the YouTube comments. xP
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Yep, it's doing it. So explaining these pictures: The first shows what the main main forum page shows: that the last post was by Alcaro (boxed in red):
http://bin.smwcentral.net/45381/New%20Picture%20(45).bmp

Then this shows the page when you click on "Moderation of Hacks and Files:" Alcaro did the last post in this forum itself (also red), but there are subforums with newer posts than Alcaro's (yellow):
http://bin.smwcentral.net/45382/New%20Picture%20(46).bmp

Does the main page not take into account the subforums when saying that last post? That was really my question from the beginning.
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Oh okay got it. That was mostly my question. I just wasn't sure whether it was intended or not. Thanks guys!:D
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You can do that by using the tool that Disarray linked to. It will ask for the location of your Graphics folder (the one you extract with Lunar Magic). Point it to there. Make sure you have "Use Joined GFX Files" unchecked though. Then point to your ROM. That's it.
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Yeah... I get it too... Nothing an Adblock rule can't solve :PP
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A while ago I submitted a block titled "Players," which would change player one to player two and vice versa. Here is WYE's removal log:
Originally posted by WhiteYoshiEgg
Name: Players
Description: Blocks that switch player one to player two, and player two to player one.
Requested by cder3.
Author: tmercswims - Submitted by: tmercswims

Reasons
Let's start with the most unimportant issue:
Code
     BRA Return

Return: RTL

That branching command is useless here. Keep in mind that labels do not actually interrupt the program flow - the code would have gotten there anyway, with or without the BRA.

And now for something slightly more relevant: The blocks don't work. When playing as Mario, the first block does nothing, and the second one disables all controller input for some reason. Most likely caused by you using a wrong RAM address:

Originally posted by RAM Map
$7E:0DA0 1 byte Player Current Player (0 - Player 1, 1 - Player 2). Used by controller Routine.
Note that the highest bit (#$80) is the "controller 2 plugged in" flag, so you probably want to use $0DB3 instead.


No offense, but actually testing stuff oneself before submitting it would save all of us a lot of time.

To be honest, I don't think changing the current player is as easy as storing to $0DB3 or whatever address - there's just so much stuff you need to look out for when it comes to player changing, I'd say it's barely worth the trouble. Should you manage to do it, though, then I'd suggest not splitting it up into two ASM files - it'd be much more efficient to just have one block that changed Mario to Luigi and vice versa.
I believe there has been a misunderstanding - the blocks did exactly what they were supposed to. The first did nothing - you were already player 1. The other changed the game from accepting the player 1 input to accepting the player 2 - which is obviously different from player 1, so it appeared to disable the controls.

I did leave out the part that changes the graphics to Luigi though #w{x(}. I have fixed that part, and, barring anything else, may I resubmit?

Other note: I could make a block that would do both, but since it runs every frame then every frame the player is touching it the player would be switching around.
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Originally posted by RAM Map
$7E:1887 | 1 byte | Timer | Time to shake ground
That should be the address you want, I don't know how to insert it though #w{:s}. Sorry I couldn't be of more help!
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6 foot even at 16, and probably stopped haha :P But it's a good height.
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I think that debating is not just two people trying to prove themselves right. A good debate includes both sides learning from the debate. If a person is so flat in their views that they cannot see the opposite of their view at all, it really isn't worth debating anyway.

In a complete contradiction, The Guide to Arguing.
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1) How long have you been a member of SMWC?
9 months. Though only very active recently.

2) Do you feel like an active participant in the SMWC community?
Yes. Maybe not as much as some, but I do.

3) How much time do you spend on SMWC each day?
Oh, 1 hour, 2 at the most.

4) Do you have an account on a social network such as MySpace or Facebook?
Yes, Facebook.

5) How much time do you spend on social networks each day? (N/A if no account)
No more than an hour.

6) What was the last heated debate or discussion that you participated in on SMWC?
Never really had one.

7) Would you feel more comfortable debating a topic on SMWC, or on a social network?
Equally comfortable, maybe leaning a little to more comfortable on Facebook, because I personally know those people, but barely at all.
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You would do something like this:
Code
JMP Return : JMP Main : JMP Return : JMP Return : JMP Return : JMP Return : JMP Return
Main:
     LDA $94     ;Load Mario's X position.
     INC #$01    ;Increase X position by 1.
     STA $94     ;Store back to X position.

Return:
     RTL         ;Return.
This would make a conveyor that moves Mario right one pixel per frame.
And the same with DEC:
Code
JMP Return : JMP Main : JMP Return : JMP Return : JMP Return : JMP Return : JMP Return
Main:
     LDA $94     ;Load Mario's X position.
     DEC #$01    ;Decrease X position by 1.
     STA $94     ;Store back to X position.

Return:
     RTL         ;Return.
This would move Mario left one pixel per frame.
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CMP is the compare command. So you could do this:
Code
LDA $19        ;Load powerup status.
CMP #$02       ;Check against 02 (feather).
BEQ OtherCode1 ;If it is equal to 02, go to OtherCode1.
BNE OtherCode2 ;If it is not equal to 02, go to OtherCode2.

OtherCode1:

OtherCode2:

(etc)


So basically, You can use CMP to branch based on whether an address is a certain value or not. And if you just do a 'BEQ ...' or 'BNE ...' with no 'CMP #$xx', it is the same as doing 'CMP #$00'.
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