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Posts by Knight of Time

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Originally posted by KilloZapit
You could also hexedit the pointer table if you wanted to save space, but eh, whatever works.


Yeah, I found the pointer table earlier today after Smallhacker pointed me to the topic with the layer 3 behaviours (this one), but as things turned out, making a layer 3 background behave like a layer 2 horizontal background on a tileset other than 1 or 3 requires the use of a patch.

So anyway, I did make progress here with getting the rock background to work with the straight line guides after copying it to tileset 2, but it slowly scrolls like a tide, but since I don't want want to have to sacrifice having this behaviour in question with tileset 1 or tileset 3, how else, besides making a patch, would I be able to have more than 2 tilesets having the behaviour I've been talking about?
Did you use any other patches and stuff prior to patching the Separate Luigi GFX patch (either HungFlungDu's or Smallhacker's)?

I could be wrong, but I think it has to be patched to a clean rom first. That's how I got it working, myself.
Um, no, the electricity sprite actually goes back and forth either horizontally or vertically between two solid surfaces (they can even bounce off of Mario only blocks), and there is a cfg file to make it impossible to spin jump on without getting hurt (the Roto-Disc also has that particular behaviour; it cannot be spin jumped on either).

I don't think mikeyk (the creator; note that it actually was my request a few years ago) made a GFX file for it, and besides that, he's rather hard to get a hold of, so your best bet is either making the GFX yourself, or requesting them in the Requests section.
Originally posted by cyber47509
Knight of Time, Did you patch your rom right correctly, how did you do that?


Well, the last time I had to transfer things between two SMW roms (one of which a previous copy of my hack, and the other an unmodified rom of SMW) to get something else to work (basically, transferring the OV maps, the custom blocks, custom sprites, etc.), I patched the Separate Luigi GFX patch to the unmodified rom before putting anything else back in. Reason is, when I first heard of this patch, I wasn't able to use it without transferring everything to a new rom (on the other hand, when you transfer things from one rom to another, if you made any changes to the rom via hex editor from the ROM map, you have to re-make those changes in the newer rom).

IIRC, the patch is in asm format, so I used xkas to patch it.

Anyway, I hope that helped.
Hi.

A couple of my levels have emphasized small parts where you have to scroll ahead by pressing R (or scrolling backwards by pressing L), anyway, does anyone know how to make a sprite or patch that disables this feature (in the case of a patch, on a per-level basis)?

Reason is, I thought of making a layer 2 area with some of the blocks that either disable or enable vertical scrolling, using the layer 2 things only in an area where a vertical scroll disabling block was used, and I was just curious to if such a sprite/patch may come in handy here.

Anyway, thanks in advance.
I've got a few questions about this contest that are making me slightly tempted to enter with the first level from world 7 in my hack, so...

1. How well (approximately) would a level work in this contest if it had the automatic running sprite (I have a working copy) in it (as long as the whole design of the level was good, no matter the difficulty of the level), making the level have a twist on the Automatic Mario concept? With this sprite, a few things come into play, for starters, the player cannot slow down, stop moving, or turn around once they are under the "spell" this sprite creates, and running into a wall is deadly (with my version anyway). Fortunately, I found that both teleport blocks and a goal sphere that makes the player stop moving in a horizontal level can be used in conjunction with the automatic running sprite.

2. In order to submit a level to this contest, does it have to be on a rom where the only modified level is the one in question that the author wants to submit, or can it be on a modified version of the rom it's currently on, as long as only that particular level is accessible on the OV map?

3. Are dynamic sprites allowed in this contest?

Anyway, thanks in advance.
Okay, thanks SNN.

One more thing, I know of some flaws with using the automatic running sprite, that has to do with power-ups (they are near-impossible to collect while running continuously to the right, unless they are placed in plain sight). But hopefully the flaws won't make this level invalid for the contest, right?

Being that this level is an endurance type of level, is it okay to make the player unable to become Fiery or Caped, just for that level?

I posted a few screenshots of this level earlier, but I'm curious, is posting screenshots of the level you want to submit not a good idea (e.g. spoiling things too early?)?
Oh, well, I can ensure I'm not sharing the automatic running sprite, I modified the automatic walk sprite to get the effect I wanted for the automatic running sprite, and besides that, I think the automatic running sprite used to be in the Sprites section on here, before being deleted for being an edit of the automatic walk sprite, isn't that right?
I'm in, here's my entry.

I left a text file in there, also, so you guys may want to read that first.

Anyway, thanks everyone.
(restricted)
Hi,

Several days ago, I successfully implemented marioedit's Sprite Shatter Blocks (the ones that break when the specified sprite hits them), anyway, how do I make the block break from a specified custom sprite, rather than a regular sprite? Is the process more complicated, or what?

Reason is, I have some Chomp Rock sprites in my hack of the dynamic variety, and I've been thinking about trying to replicate the effect of them breaking a fragile floor that (only) they can break, much like if they hit a soft block in YI.

Anyway, thanks in advance.
Hi,

Recently I began to consider using the Koopatrol sprite in my hack, as the lone enemy I plan to have in a single screen room that will trigger the exit when defeated. However, I want to make some tweaks of it to make it more suited as a boss instead of a regular enemy, and so I wish to ask a few questions, please.

1. How do I make it take more than one hit to be defeated, e.g. three to five hits instead?

2. How do I change things so that you have to use a regular jump on it after it charges into a wall (while not in its shell) and falls onto its back?

3. Where do I go to change the sounds the sprite uses for charging into a wall, and for when it's jumped on?

Anyway, thanks in advance guys.
Oh, ever nice.

Uh, just curious, but can you block certain extended sprites, such as a Venus Firetrap's fireballs, just like in SMB3?
Hi guys,

So I've been thinking about my use of dynamic sprites lately, being as I'm using the YI Piranha Plant in one of the cave sub-areas of my current level, I came to the conclusion I need to move the lava splash tiles (3C6, 3C7, 3D6, 3D7) in order for them to no longer clash with any dynamic sprites if I use one in an area with lava.

I'm thinking of overwriting the tiles for the coin game cloud in SP2 (2C2, 2C3, 2D2, 2D3) since it's very unlikely I'm going to have those coins anywhere in my hack, anyway, how do I remap the lava splash tiles to these four tiles, instead?

Many thanks in advance.
Thanks yoshicookiezeus.

One more thing, how do I completely correct the palette of the lava splash tiles? Sometimes they have the correct palette, but sometimes the palette isn't right, which is a little baffling.
Hi guys,

Not sure how many of you guys use object 12B (the turn block that bounces you off if you touch it from the side), but I was wondering, how do I change what sprite tile it uses (the P-Switch by default) when you touch the sides?

Anyway, thanks in advance.
Yeah, that's it, thanks yoshicookiezeus.

Hmm, makes me think if I'm looking for a specific address that I can't find in the ROM map, that it's likely to be found in the RAM map (I generally check the ROM map more often than the RAM map, though).
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.
Happyflame: I wouldn't really know, the blocks aren't in asm format.

Sind: Thanks. Now that I think of it, Roy did help me with making some animated hurt blocks in asm format before he lowered his activity on SMWCentral, what he did for the frame parts was, he used some code to define what would be done for each of the 16 frames of the block.

Except, I found a minor kink in his version of the blocks that made them hurt one frame earlier than what I specified. Should I post the code for one of the animated hurt blocks he made me?
Okay.

Thankfully, the block of code I'm about to post isn't very long, but it's fairly customizable for what frames hurt the player.

JMP Bottom : JMP Top : JMP Sides : JMP Return : JMP Return : JMP Return : JMP Return

Bottom:
Top:
Sides:
LDA $14
AND #$78
LSR A
LSR A
TAX
JMP (FramePointer,x)

FramePointer:
dw Return
dw Hurt ; frame 1
dw Hurt ; frame 2
dw Hurt ; frame 3
dw Hurt ; frame 4
dw Hurt ; frame 5
dw Hurt ; frame 6
dw Return
dw Return
dw Return
dw Return
dw Return
dw Return
dw Return
dw Return
dw Return

Hurt:
JSL $00F5B7

Return:
RTL

As you guys may notice, under "FramePointer" I have 16 lines, one for each frame, the Return part defines a frame where the selected behaviour doesn't happen (in this case, where the block doesn't hurt the player).

Is testing this block much easier if you make a suitable custom animation for it (e.g. the Munchers that move back and forth in pipes, or the flamethrowers that go in and out; both from SMB3 of course)?