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Posts by spel werdz rite

spel werdz rite's Profile → Posts

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You can't load graphic onto a Map16 page. You load them into your ROM and then press the Red Poison Mushroom to load which GFX files you want. Then you have to manually insert each 16x16 tile by selecting it, hitting the "Edit Properties" box (I don't know the exact name). Then you choose which 8x8 tiles you want and which palette to use.

You need a Map16Page.bin to insert the Map16 tiles to the page.
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It's quite easy, yes.
1) Hit the green hill button
2) Select the entire Overworld and hit delete.
3) Click the ghost house button and repeat (2).
4) Hit the green hill button with the level sparkle on it
5) Hold Page up and you'll see the events progress. At the bottom is a dialog saying which event you're at. When you reach 0x77, that's all the events. Repeat (2) again.
6) Hit the ghost house button with the level sparkle on it.
7)Repeat step (2)
8)Click the "Edit Sprite List" button (the last toolbar button)
9)Select nothing for every sprite

Fresh overworld in nine steps! =D

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You need to create your own custom palette.

Seriously dude, read the manual that comes with Lunar Magic. It's lengthy, but there is no reason you should be asking simple questions that are plainly answered.
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Hack discussion goes here.

Also, please be more specific next time. This is your first post and we have no idea who you are or what kind of hack you are making. Posts like that are unwelcome here.
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(restricted)
Originally posted by --GAMMAXMAS--
I would like to ask for a sprite that won't allow horizontal scrolling, until all other sprites on screen are gone.
You could probably use LevelASM for that.
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You can visit the ROM Map. It tells you somewhere what sprite Lakitu spawns.
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Maybe you just forgot to hit F9 to save. That's happened to me a lot. I'm guessing you used the standard coin GFX, so I don't think forgetting to save GFX is a problem. Just hit F9 again to save the Map16 and be sure that wasn't the problem. That's the only thing I can think of.

The level looks nice btw. ;)
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Please don't turn this into a thread where you ask us a question about everything you don't know. We're not a help hotline.

Originally posted by BobbyBombmaster
I'm noob

Please read the instruction manuals included in just about everything you can find. Lunar Magic has a great help file. There are some documents which can get you started in the right direction.

Also, please read the stickies in the forum. They are directed towards people who have questions about common subjects. So please don't clutter the forums more than they already are. :)
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(SWR ^ Worried | SWR ^ Care) == false

You are lame.
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(restricted)
Well, there is a readme for each thing you have listed. Just read the stickies in the forums and check the Documents section to get some good tips on how to get started with whatever it is you want done.

I'll answer your question about Background editing since it is easiest:
1)In Lunar Magic, click on the toolbar button of a leaf or go to Editors > Background Tile Map Editor Window...
2)Click on the toolbar button of a question block or go to Editors > 16x16 Tile Map Editor Window...
3)In the 16x16 editor, continually hit/hold the down button until you Viewing 16x16 page 0x10. This page and the following page are background tiles.
4)Left click a tile in the 16x16 editor you want to use and right click in the Background editor window to place it there.

There are other cool features, but this is the simplest crash course I'll give. If you want to learn more, I strongly suggest you go through the help file included with Lunar Magic. It's big, but it's very helpful. Just go to Help > Contents.
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(restricted)
There's a spot somewhere in the ROM (probably a table) that deals with Mario's speeds as he accelerates. One of them being his fastest speed. You find that byte and you can change his max speed.

A faster paced game is a pretty good idea. If I find it for whatever reason, I'll let you know (I'm not gonna look for it though).
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Originally posted by Snownikku
Either you forgot to press F9 (Like SWR said), or you used the wrong tile numbers. Tiles 54, 55, 56, and 57 are for the invisible coin. Tiles 6C, 6D, 6E, and 6F are for the normal coins.
I thought that too at first, but then Lunar Magic would show them as transparent if they were invisible in the game, so I don't think that would be the problem.
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This happened to me too.
Clear your password where it says "Old Password." It's right under your user name. Only put that there if you want to change your password.
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Oh, why I did not know that. Well, let's just wait to see how it worked out for him.
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I finally got fully working 32x32 custom blocks!
No, this is not from Ersanio's code. It took me about 12 ASM files to do this and the code is all my own.

(I also did not use Blocktool or BTSD, just xkas and .asm files)

Link
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WARNING: Don't read unless you read a lot!

Note: This is not from Ersanio's code.

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/U9hWqPmlttU&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/U9hWqPmlttU&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Here are the new things I show off in the video:
Giant Q-Block: I can get this to spawn any sprite I want. The quake is just an effect too.

Giant brown and coin blocks: I think these are self explanatory. I'm thinking of not making these change with P switches because it takes 8 animations to run them all and that can get quite taxing on the game

Giant Ice blocks: These spawn into four regular ice blocks. I was thinking of making them just disappear, but I like them this way.

Giant P-switches: I love these things! As you can see, they are all independent and will just change the P value, hitting it from the top will not always mean "on." Yes, I was inspired by Ersan's P switch.

These were not made with blocktool or BTSD and use custom block offsets that are not available in either at the moment. So I cannot release them. I am however, open to suggestions of new blocks or improvements for my current blocks. I will not answer any stupid questions or personal requests to put them in your hack. But I will show off the code I used. Maybe another hacker with more time can help you out.

This is directly from my ASM file:
Code
Map16Right:
REP #$30
LDA $9A
CLC
ADC #$0010
STA $9A
JMP ChangeMap16

Map16Left:
REP #$30
LDA $9A
SEC
SBC #$0010
STA $9A
JMP ChangeMap16

Map16Down:
REP #$30
LDA $98
CLC
ADC #$0010
STA $98
JMP ChangeMap16

Map16Up:
REP #$30
LDA $98
SEC
SBC #$0010
STA $98
JMP ChangeMap16

PrematureEnd:
PLX
PLY
PLB
PLP
RTS
ChangeMap16:
PHP
SEP #$20
PHB
PHY
LDA #$00
PHA
PLB
REP #$30
PHX
LDA $9A		;Custom Block: X position
                ;of contact(low)
STA $0C
LDA $98		;Custom Block: Y position
                ;of contact(low)
STA $0E
LDA #$0000
SEP #$20
LDA $5B		;Screen mode
STA $09
LDA $1933
BEQ SkipShift
LSR $09
SkipShift:
LDY $0E
LDA $09
AND #$01
BEQ LeaveXY
LDA $9B		;Custom Block: X position
                ;of contact(high)
STA $00
LDA $99		;Custom Block: Y position
                ;of contact(high)
STA $9B
LDA $00
STA $99
LDY $0C
LeaveXY:
CPY #$0200
BCS PrematureEnd
LDA $1933
ASL A
TAX
LDA $BEA8,x
STA $65		;24bit pointer to Level Data
LDA $BEA9,x
STA $66
STZ $67
LDA $1925	;Level Mode settings from header
ASL A
TAY
LDA [$65],y
STA $04
INY
LDA [$65],y
STA $05
STZ $06
LDA $9B
STA $07
ASL A
CLC
ADC $07
TAY
LDA [$04],y
STA $6B
STA $6E
INY
LDA [$04],y
STA $6C
STA $6F
LDA #$7E
STA $6D
INC A
STA $70
LDA $09
AND #$01
BEQ SwitchXY
LDA $99		
LSR A
LDA $9B
AND #$01
BRA CurrentXY
SwitchXY:
LDA $9B
LSR A
LDA $99
CurrentXY:
ROL A
ASL A
ASL A
ORA #$20
STA $04
CPX #$0000
BEQ NoAdd: 
CLC
ADC #$10
STA $04
NoAdd:
LDA $98
AND #$F0
CLC
ASL A
ROL A
STA $05
ROL A
AND #$03
ORA $04
STA $06
LDA $9A
AND #$F0
REP 3 : LSR A
STA $04
LDA $05
AND #$C0
ORA $04
STA $07
REP #$20
LDA $09
AND #$0001
BNE LayerSwitch
LDA $1A		;X position of screen boundary
SEC
SBC #$0080
TAX
LDY $1C		;Y position of screen boundary
LDA $1933
BEQ CurrentLayer
LDX $1E		;Layer 2 X position
LDA $20		;Layer 2 Y position
SEC
SBC #$0080
TAY
BRA CurrentLayer
LayerSwitch: 
LDX $1A
LDA $1C
SEC
SBC #$0080
TAY
LDA $1933
BEQ CurrentLayer
LDA $1E
SEC
SBC #$0080
TAX
LDY $20
CurrentLayer:
STX $08
STY $0A
LDA $98
AND #$01F0
STA $04
LDA $9A
REP 4 : LSR A
AND #$000F
ORA $04
TAY
PLA
SEP #$20
STA [$6B],y
XBA
STA [$6E],y
XBA
REP #$20
ASL A
TAY
PHK
PER $0006
PEA $804C
JML $00C0FB
PLY
PLB
PLP
RTS

This file has five codes you'll want to use:
ChangeMap16 - This code expects you to have the custom block you want in the X register. Everything else will be taken care of.
Map16Right - Once again, you load the block you want in the X register, then it will change the tile to the right. The other tiles should be obvious right now. Use of all of them correctly gives you a working 32x32 block:
Code
LDX #!Block1
JSR ChangeMap16
LDX #!Block2
JSR Map16Right
LDX #!Block3
JSR Map16Up
LDX #!Block4
JSR Map16Left
RTS

Then you have to apply it for the other blocks you want to use to change. Finally, the actual block ASM code you want to use.

Yes, it's a very long, daunting process to get this crap working, but it is so rewarding once it looks good in gameplay! ^^

Once again, I'm open to suggestions for new blocks!

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Thanks, I made a regular thread about it here if you want to see more.
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