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Posts by DarkBones

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I have two things to ask. First of all, how was that effect achieved in ASMWP that wouldn't let you talk to Peach and activate the credits until the game was finished? I would like something like that in a hack i'm making. Second,

does anyone know some good OW GFX for a beach?
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by MonkeyMan
I'm editing the overworld of my first hack, but I can't help but notice that in lunar magic alone, you can only use graphic stuff from Super Mario World. But I've seen other hacks where some levels, sprites, and overworld graphics from other mario games are used.

For example, in the featured hack "Luigi and the Island of Mystery", a Super Mario World styled sprite of Luigi is running through levels from Super Mario Bros 2.

How do I incorporate graphics and tiles from other mario games into lunar magic?


All of that is inserted by ExGFX, custom sprites, and blocks. They can be downloaded from the site, and you can check the tutorials section and the Forums for info on how to insert them.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
I have a kind of n00bish question about ASM. You can load and store values from adresses, correct? Well, I have a theory, can you expand the ROM and use the new space for ASM adresses? I would like to know, because many things could be done ASM-wise with a 4MB SMW ROM! Sorry for the question, I'm new to ASM.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by gizmo
I agree with Boometh.

Also, I'm pretty sure that the cloud level is unfinished. It's very bare with almost no enemies (especially in the maze), the maze looks very tedious, and there are paths that can only be entered by ducking (another tedious thing).

But with some reworking, this hack can have some potential. I am also giving negative criticism because if you want to change your hack, what is the point of being perfect in everything and always get tedious positive criticism? Anyway, I hope you are able to rework this level. Good luck with your hack. #w{=D}


The cloud level is an auto-scroll, so its impossible to get in those 1-tile paths, they're decoration, but if its a problem, I'll close them off. Also, does anyone know a good way to make the ship look a little more, er...you know, shipwrecked?

P.S. It's okay, I don't mind negative critisism, I use it to get better.

EDIT: Oh, so you noticed it's unfinished?
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by MonkeyMan
I've seen a bzillion tutorials that demonstrate how to use the
"YY-CHR" tool to insert ExGFX into levels, but what about the overworld? What is the name of the tool that I will need to insert ExGFX from other games onto my overworld map?


You insert them like normal ExGFX, and then change which GFX files a certain OW uses under Overworld/Change Submap FG graphics. Then select the submap you want to change the GFX files for, and change them as needed.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Okay, I'm REALLY new to ASM hacking, all I can do so far is custom blocks...
I have a question though, you know all that loading and saving to adress stuff, well I was wondering if it has to be an
address in the original ROM.
Can it be a new, empty address from an expanded ROM?
I would like to know, because this could be used for some cool gimmicks (like a special item throughout the hack that, when you
collect enough, lets you have access to a secret level).
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by imamelia
You mean, can you do something like LDA $108000,x? Yes, you can operate on any address your ROM is large enough to support. In the case of RAM addresses, all of banks 7E and 7F are always usable. (With SRAM, it varies.) Do you have a specific example or situation?


Not really, just having special collectable items, etc. Although a special idea I did have is after the final boss is defeated,
you can go back to a level and play a minigame where you collect all the treasures and then gain access to the special world.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by Kaijyuu
A lot of words


HOLY...yeah, I think I'm gonna learn sprites...

Meh, practice makes perfect...

EDIT: BTW, I think I will still try to make some collectables,just after I get A LOT better with sprites, it just makes my hack that much more unique. (Although in retrospect, considering I'm making a mini-hack, major ASM hacks aren't really nessicary...)
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
MY FIRST CUSTOM SPRITE! WOOT! Link to video Now, I know its not much, and I only realized after I made it that it's just a lame excuse for a custom powerup, but hey, it's still my first, and it surpassed my expectations ...sure my expectations were a crashed ROM, but...
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
I had started making a custom sprite with Iceguy's tutorial, and it had worked, until I tried to get it to move... First it moved really slow, then really fast, and now it won't work at all. For those who like reading big walls of text...*remembers last time when asking for help*...err...on second thought, here's a link: EDIT: Now I can't figure out how to get the sprite to react to Mario AND turn around when it hits a wall at the same time. I'm only able to do one or the other. Link
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by Kipernal
Your main problem is that your movement code is never reached since RTL is always hit before you get to it. Solution: Add "JSR Move" before "JSL $01A7DC", and add a "Move:" label just before your movement code.

EDIT: Whoops, I screwed up one part; be sure you reread what I wrote in case you read the wrong information.


I tried what you said, and it still crashes for some reason.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by Kipernal
Ah, you didn't finish your graphics routine; you forgot to put an "RTS" at the end of it. Right now it just keeps going, starts reading garbage, and crashes itself.


Huh? I could have sworn I remembered that, maybe I erased it by mistake...oh well, thanks for helping me keep it from crashing! Now I just have to get the sprite to slow down, can anyone help?
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by Kipernal
You're following Iceguy's tutorial? Then it looks like you skipped a step. Check again under the section labeled "Adding Some Common And Important Routines," because you forgot something major: the wrapper code (PHB PHK etc).


o.0...I guess I did miss that...how on earth did I miss 2 whole sections? Oh well, I'll see if I can fix it, thanks for all of your help!

EDIT: Yep, that was EXACTLY the problem. Thanks!

EDIT2: Urgh, now I can't figure out how to get the sprite to react to Mario AND turn around when it hits a wall at the same time. I'm only able to do one or the other. Link

EDIT3: PLEASE help, I'm so close to a sprite good enough to release! I just need to know how to run both the turning at a wall and interacting with Mario at the same time.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Oops, I uploaded the wrong ASM file, it should be fixed now.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Thank you so much! Now it works! Except it goes really fast left, but I can eventually adjust that...
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Guess what, I made another sprite, and this time, it's not a generator! Its a sprite form of the mushroom/fireflower thing. It moves at the same speed as a mushroom, and gives you a fire flower when you collect it. There are 2 or 3 bugs, but they're all bugs that have to do with "special effects"

Link

Comments are appreciated! Thank you for your time!

I'm starting to think I should stick to ASM, so far this is the best I've done on anything resource-wise...
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by Krazystar

...-Solar System Scurry-

A Level where Mario explores our Solar system. From Mercury to Neptune, and maybe some moons. ...


WHAT ABOUT PLUTO?! YOU FORGOT PLUTO!

Anyways, mind if I use this one? I'm pretty much doomed on the whole carnival castle thing, because no one is making a tileset, and no one is making music. With the deadline approaching, I need at least SOMETHING done, and I thought it was a nice idea.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Hi, I'm making a space-themed special level for ASMWCP2, and because the only graphics that fit the theme are rips I can't use them (they are not allowed...) Before I spend time in the BG ripper, I wanted to know if so far these BG tiles fit the quality standards:



Sorry if they're too cartoony/lacking in shading because thats the way I draw...I REALLY want to improve and do my very best for this though, so please give me tips on gool pixeling if its not fit for use.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
I know there's not much variety, because there's no use of making a whole tileset if you won't use it, the leftover space is because of it being in PNG format still. Is there anything you could suggest to make it look less plain?
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Is the shading on the planet any better? If it helps with shading problems, the blue planet is a water/ocean planet.



I really have to get good with this kind of stuff right now, I have a LOT of graphics making to do...
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.