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Posts by Knight of Time

Knight of Time's Profile → Posts

Hi guys,

Some of you guys may remember the former wrestler, Captain Lou Albano, for providing the voice of Mario in the Super Mario Bros. Super Show, both in the animated and live-action segments, anyway, I came here to pass on the sad news that he has passed away.

Link

RIP Captain, you'll be missed.

Edit: Guys, I have here an updated link from Yahoo! on Lou Albano's passing, and yes, there is a tidbit about his time with the SMBSS here.
Hello,

A few days ago, I downloaded Jimmy52905's Vertical Auto-Scroll generator, and despite getting it partially working, I ran into a few kinks, and I was wondering if anyone who has tried this generator could give me a little help with it, please?

The main problems I'm having with it are, one, whenever I place it in a vertical level on the next screen higher than the one the player starts on (e.g. if the player started on screen C, I put the generator on screen B), garbage tiles seem to come up often, unless I use layer 2. On top of that, the amount of space I can use for the foreground seems to have a limit, as I can only place so many tiles before I find the foreground begins to repeat itself (in the particular area I'm working on, there are some stairs leading right and down, that are a continuation of sorts for the way the area is reached in the first place, which is climbing up some stairs and hitting a teleport block at the top of the stairs to end up in the vertical auto-scroll area. Once in the second area, when the player begins to climb a bit, the stairs that you see at the beginning of the vertical area suddenly appear again).

So anyway, is there any particular screen you have to start on in order for this generator to work properly without having any of the kinks above? I've used upward auto-scroll before, but that was for a layer 2 area in a ghost house where I used the layer 2 falls command, and put nearly everything for the foreground on layer 2.

Thanks in advance.
Alcaro: Thanks for the link, how many bytes of free space should I have free before I attempt to use this patch?

Stack-O-Munchers: Ah yes, I see where I went wrong, I guess having the generator too early was the cause of the foreground beginning to repeat itself at one point.
Sorry for double-posting, but I got this whole thing working...except I noticed something odd when I inserted the vertical scroll BG fix patch, when I inserted it, it caused GFX file 2 (the file with the GFX for Spinies) to glitch up by letting me know in LM that the file is too big, anyway, will re-inserting the correct GFX for this GFX file solve this new problem, hopefully without negating the effects of either this patch or the vertical auto-scroll generator?
Hi guys,

Does anyone here remember seeing a show on TLC about a little born with an extremely rare disease called sirenomelia or "mermaid syndrome"?

For anyone here that has seen her story, this was unexpected, but still, it is pretty sad to see she died at such a young age.

RIP.

Edit: Got in a different link to this story since the other one mysteriously got broken on me.
Hello,

I have been having problems PMing Sonikku about the mysterious disappearance of his Golden Grinder sprite, which unlike regular, non-line guided Grinders, instantly kills the player if they touch it in any way, so I had to come to the boards to get some help on this, but...what happened to the sprite? I remember it was in the Custom Sprites section at least a month ago, but then it disappeared.

Is it buggy by chance? It makes me wonder if something in its ASM may have caused it any problems.

Anyway, thanks in advance.
Originally posted by The Heavenly Haunter
I've never heard of this disease, or disorder (I'm really not sure what the appropriate term to use here would be). A shame, still. It seemed like she was an inspiration.

I don't think I could imagine living like that. Must have been extremely difficult.


Yeah, in a way, I think there were only 6 people that got this disease. I did say it is extremely rare, after all, like 6 in 1 billion or something? It's just my estimated guess, because I have not much of a clue to the world's population.
Actually, as it turned out, re-inserting the GFX to my hack got rid of the problem, so there wasn't anything wrong with the vertical BG garbage removing patch, the generator for making upward auto-scroll in a vertical level, or the GFX02.bin file. The GFX file only appeared wrong in LM when I noticed it was taking up too much space, which was odd.

One thing for sure, I am thinking the Xkas GUI program must have done this problem, so I definitely know that the original Xkas that requires Command Prompt is the one I'd be better off using for inserting asm patches.

Anyway, I have a final request for this thread, could it be closed, please? I don't need it anymore.
Hi there,

I just inserted Davros' sideways Venus Firetraps into my hack (namely the red ones that don't use HDMA), however, when I went into the CFG editor and noticed the "Use second graphics page" option was unchecked (aka SP3 and SP4), I was able to get them working, but they still use the second graphics page.

Is there a hardcoded spot in the asm file for each individual sideways Venus Firetrap that shows which graphics page it uses, regardless of whether or not the "Use second graphics page" option is checked? Like with the regular Venus Firetraps I have elsewhere in my hack, I wish I could get their graphics into SP2.

Thanks in advance.
Um, where in the ASM file do I go to make bit 0 clear (I presume that's where I have to go, right?)?

I already changed their tilemap to $EC, $C2, $EC, $C2 so that they would share the head tile used by the standard and upside-down Venus Firetraps ($C2).

In comparing the asm files for the standard and upside-down Venus Firetraps to the asm files for the sideways Venus Firetraps, the formers have XYPPCCCT, while the latters have YXPPCCCT, do they represent vertical and horizontal movement respectively?
I got it, the sprite graphics are correct now on SP2.

One last thing, do I need to use ExGFX to make the stem green, or is it just another minor tweak in the asm files? IIRC, with the standard and upside-down Venus Firetraps, regardless of the colour of the head, the stem is always green, right?
Hi there,

Some time ago, I downloaded Sonikku's custom sprite for the barrel cannons from the Donkey Kong Country trilogy, and I was wondering, has anyone else used them before?

The thing is, where in the asm file do I go to find out what direction it shoots the player out of on each frame?

e.g.

Frame 1: up
Frame 2: up-right
Frame 3: right
Frame 4: down-right
Frame 5: down
Frame 6: down-left
Frame 7: left
Frame 8: up-left

...and so on.

I'm hoping that I can figure out how to change the desired direction on each of the 8 frames, so that I can make some more barrel cannons that are different than the original one, for use in my sixth castle.

Anyway, thanks in advance.


Thanks, the sprite works perfectly now.

However, I have one more question to ask here, that I just thought of.

If I used both the standard sideways Venus Firetraps and the red kinds that ignore the player, is it okay for them to have the same palette?
Hi,

Among all the new custom sprites in my hack, one of them that I have been using is the Baron Von Zeppelin from YI.

I've been configuring the asm file of one particular BVZ to carry a springboard, but the only problem I've run into here has to do with the graphics of the springboard while it's still being held by the BVZ (the graphics are fixed when it falls, but this isn't quite right), when I go to a screen showing the BVZ holding a springboard, only the top left 8 x 8 tile appears correct, the others don't appear right.

This one is particularly baffling because the springboard is made up of four copies of the same 8 x 8 tile (tile 4C in the first sprite page), anyway, in the asm file, I noticed the BVZ uses a 16 x 16 sprite for the dummy graphics, this doesn't mean the sprite is not possible to use with a BVZ, am I right?

Anyway, my thanks in advance.
Alright, I modified one of my newer ExGFX files to put in the full 16 x 16 graphics of the springboard, but where in the asm file do I change the palette (since when the BVZ is carrying the springboard, the springboard is shown to be yellow instead of green)?

I'm guessing it's at "SPRITE_PROP = $24 ;palette, GFX page etc.", am I right?

Originally posted by Sonikku
I didn't know that sprite would be popular at all, haha. I guess I'll give you my input on the question.

If you want it to move in a specific pattern without editing too much, you can always replace a couple lines in the ASM file.
Find this in the ASM file;

Code
LDA $1570,x
LSR A
LSR A
LSR A
AND #$07
STA $C2,x


And replace with;

Code
LDA $1570,x
LSR A
LSR A
LSR A
AND #$07
TAY
LDA PATTERN,y
STA $C2,x


..And put this near the top with the other tables (Without replacing/deleting any of them, but it doesn't really matter where you put it, I only say to put it there for the sake of organization);

PATTERN dcb $00,$00,$00,$00,$00,$00,$00,$00

Basically, replace the $00's with values $00 to $07. These values indicate the direction they should shoot;

$00 - Up
$01 - Up Left
$02 - Left
$03 - Down Left
$04 - Down
$05 - Down Right
$06 - Right
$07 - Up Right

It should insert without sprite tool telling you of any error, which means you did it right. With this method, you can easily customize the pattern without editing a million things in the file.


Okay, thanks for the information Sonikku, but what would be a safe place to put in "PATTERN dcb $00,$00,$00,$00,$00,$00,$00,$00", or whatever directions I choose?

I'm presuming it could be placed somewhere close to the spot where "PATTERN,y" is (either above or below), right?

I tried that, but it didn't work; when I went to attempt to insert a modified version of the barrel sprite, Sprite Tool told me the asm file had an error, so I guess this is going to take a bit more in order to get a modified barrel successfully.

But once that's done, I think I should be able to make several of these, much like the ones in the Donkey Kong Country trilogy.
Thanks Sonikku! :)

Is it possible to configure the barrel cannon in such a way that the player doesn't travel as far from one end of a cannon, e.g. making a cannon that shoots up-left, up, and up-right, where the player isn't shot out as high if they shoot out straight up?

At the rate I've been going with coming up with LM descriptions of each variation, I'm bound to make at least 23 different barrel cannons.
To see something like that is crazy...to anyone who likes Mario and Luigi that isn't on here, I hope this story doesn't dampen their liking of the plumbers.

Just on a side note, but anyone notice this has a small tie-in with the Simpsons episode, Marge Be Not Proud?
Hi there,

Anyone here besides me download the SMB3 nut sprite from Mior's website? Unfortunately, I cannot remember the URL site (I had it bookmarked at one point, but I lost the bookmark when we got this new computer), as I was hoping to get some help with one of his sprites, the nut from SMB3 that is a fairly common sight on airships.

Anyway, when I tried to insert it into my hack earlier, Sprite Tool warned me about the ASM file not being set up correctly, so I didn't add it yet. I hope to use it on this airship level I started working on recently.

Thanks in advance.