Hi guys,
A couple of years ago, when I first started using BTSD, one of the first problems I had with it in the transition of moving all the BT blocks I was using in my hack from BT to BTSD was something with the animated hurt blocks (if anyone wants to take a look at "part 1", that topic is
here, but again, the last post in it is from 2008).
Anyway, I was able to get those particular animated hurt blocks working at the time (one that hurts on the first 8 frames, one that hurts on the last 8 frames), but flash forward to today.
Right now, I'm having a problem with a couple more animated hurt blocks. What I've noticed with the last two animated hurt blocks in BT, on the frames where the player would normally get hurt, for some reason the player gets killed instead, even if they're big. The first one is supposed to hurt on the middle 6 frames of the first 8 frames, and the second one is supposed to hurt on the middle 6 frames of the last 8 frames.
For the first one, the offsets I have are:
Mario below, above, and sides: 181
Sprite horizontal, sprite vertical, fireball, and cape: -1
Reloc offsets: 1,9,12,22,33,3B,47,53,5C,66,71,7C,84,90,9D,AA,B6,C0,
For the second one, the offsets I have are:
Mario below, above, and sides: 191
Sprite horizontal, sprite vertical, fireball, and cape: -1
Reloc offsets: 1,9,12,22,33,3B,47,53,5C,66,71,7C,84,90,9D,AA,B6,C0,
I've already edited the bin file both of these custom blocks use (animhurt.bin) in order to make them all work correctly with BTSD, so what can be done here to make the blocks work right (in hurting the player on those specified frames instead of instantly killing them)? Would I be better off having these two blocks in asm format?
Either way, thanks in advance guys.
