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Posts by Knight of Time

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Is there a chance someone could make a disassembly of the rope mechanism sprite, please?
My birthday's on April 11.
Your best bet would be remapping, like TLMB said.

When I started out inserting custom sprites into my hack for the first time, many of the tilemaps for the sprites disagreed with the tilemaps of sprites I wanted to use in certain levels, so to make sure they could stay with the custom sprites, I simply used tiles I wouldn't use for the level when I remapped the custom sprites.

To remap, you just have to change one or more of the values in the asm file (but you need the $ signs there), they should correspond to the last two digits on the pages with sprites (e.g. if you saw C8 in the tilemap, it would correspond to the Fuzzy enemy, which is tile 3C8 in the tilemap).


Hi,

I recently began to use smkdan's Block Tool Super Deluxe program to eliminate the slowdown in my hack from all the custom blocks I put in using the original Block Tool, but I've been having some problems with some custom blocks I inserted with BTSD that used to work fine when inserted with the regular Block Tool.

To start, I've been using mikeyk's version of the SMB3-style pipes, and although most of them still worked correctly when I installed them using BTSD, I found a problem with the corner pipes, if they are entered from a vertical direction while the player is Super, Caped, or Fiery, one of two things happens when they try to enter an adjacent horizontal pipe area, if there is no solid ground under the horizontal pipe part, the lower half of the player is shown as they travel through the horizontal pipe, otherwise, if there is solid ground under the horizontal pipe part, they run into that solid ground and get stuck there. I have a screenshot of the former here:

I've found this problem doesn't occur if the player is either small when entering, or if they duck before they enter a vertical pipe while big, as it seems this problem doesn't come up if they use a corner pipe area to go from a horizontal direction to a vertical direction.

Anyway, how do I fix this problem so the corner pipes work fine with BTSD?

The offsets that they use (they all use the same offsets) are:

Above, bwlow and sides are all 0.
Sprite horizontal, sprite vertical, cape and fireball are all 79.

Would it help if I linked to the bin files each of these corner pipes use (just incase changing one of the above offsets won't fix the problem)?

Anyway, thanks in advance.

Edit: Nevermind, I found a solution, changing the below offset to -16 did the trick for both the NW and NE corner pipes (strangely, the problem doesn't seem to occur with the SW and SE corner pipes), despite a slight delay that happens when you try to go down from a NW or NE corner pipe), could someone close this please?
Hi,

I once remember a patch that allowed layer 3 tides to be used on a horizontal level that has vertical scroll (in other words, if the player moves to a higher part of a level, the tide follows him), but as of late, I've had no luck finding it, as it seems to have vanished on me.

Could someone please either give me a link to the patch, or tell me what address I'd need to go to, to allow this to happen?

Thanks in advance.
Hi,

You guys may remember the topic I made here earlier when I was having trouble getting mikeyk's SMB3 pipes to work properly with Block Tool Super Deluxe, well, I'm in a similar situation right now, but with a couple other blocks, this time around, I'm having some problems with the animated hurt blocks that were made by HyperHacker, that come with the original Block Tool (and this time, I doubt I'll be able to fix my own problem without some help), whenever I use one of them in a level, the game crashes if they are touched while on one of the animation frames that would hurt the player.

Being as I'm using the version that hurts on frames 0-7, and the version that hurts on frames 8-15, they have some similar offsets, but with some differences.

For the first one, the offsets I have are:

Mario below, above, and sides: 0
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: 8
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,

Both of these blocks use the animhurt.bin file, if it has to be tweaked, should I either link to it, or can someone tell me what values I have to change in it to make these two blocks work with BTSD?

Anyway, thanks in advance.
Thanks for the link, smkdan, I got the blocks working now.

I just noticed some blocks don't have that string of code that would normally be found in the ones that do have it, might it be a good idea to eventually have a sticky topic listing the blocks that don't work right with BTSD, and instructions on how to fix them (some of them can be tricky though)?
Sorry about that, the string of code I meant was "05 BD 7E D0 ??", basically the same one you mentioned just now.
"quoting from Block Tool"

A block that turns itself into the next block in the map16 if the corresponding key flag is set.

So, this block basically turns into the next block in the map16 when the corresponding locked door key (I'm assuming they work for both the locked doors and locked blocks; I've used the locked doors, but I haven't tried the locked doors) is hit (or passed by, depending on what you set the key blcck to act like).

BTW, the four locked blocks use smb3.bin in Block Tool. I just checked.
Yeah, you should transfer your levels to a new rom.

I had a couple of problems starting out with BTSD, but after transferring all my levels from my hack, plus some new stuff, I had to restart the block inserting process.

However, with BTSD, there are some blocks that won't work properly, for example, the animated hurt blocks, in the bin files the custom blocks use, you have to look for a string of code, namely "05 BD 7E D0 ??", for each instance this string of code appears in the bin file in question, you replace it with "05 BD 7E EA EA", that should make the tricky blocks work right.
Hmm, there's an unusual, yet annoying issue I've noticed with Block Tool Super Deluxe, when you save a new block to the rom, it sometimes makes you lose the last saved change you made to the rom in Lunar Magic, forcing you to do those edits all over again, is there a way around this?
Originally posted by smkdan
When you save something in LM you need to reopen it in btsd or changes will be lost.


Ah, so that means with everything you do in LM, as well as any custom sprites you insert with Sprite Tool, you need to reopen the rom in BTSD?

That's rather unusual, but still, thanks for that bit of info.

Originally posted by andy_k_250
Originally posted by Knight of Time
Ah, so that means with everything you do in LM, as well as any custom sprites you insert with Sprite Tool, you need to reopen the rom in BTSD? That's rather unusual, but still, thanks for that bit of info.

Anytime you use a tool on your ROM, you should always save your ROM and then close Lunar Magic. That way, you can ensure your ROM isn't being edited by two different programs at the same time. Is that what you are talking about?


Yeah, pretty much.

On a side note, I noticed some blocks that work with BTSD work a little differently than if they were inserted with BT, for example, the various movement blocks (that also includes the On/Off movement blocks Davros made) seem to be slightly faster, did anyone else notice some blocks working slightly differently as well? I'm curious, that's all.
Originally posted by Anti-matter Drone
Just make the head have an ON/OFF block for a head and put it where the statue breaths fire. In BTSD, make the sprites react on the left and right but nothing else....

EDIT: Wait... that will do the reverse.... Could you make it have the opposite graphics?


Um, no.

The flames have to be the Switch On Hurt Block. That way, when the On/Off switch is set to Off, they can be passed without getting harmed by the flames.

However, they don't have to be solid when they can hurt, passing through them even if it means damage is certainly possible if you set the block to act like tile 25.
Whoops, my bad about my "correction" there a few posts ago, I should have guessed that was about the Bowser statue sprite that breathes fireballs.

Anyway...

WAYY back in this topic, I had a question, but I might as well ask it again since I think it was buried there without an answer.

With the "request only one block at a time rule", is it not possible to request a block that works in conjunction with another block, or even a sprite for that matter?

I've been hoping to have 4 different On/Off blocks, and 4 diffferent Switchable Blocks of each setting (4 On, 4 Off) at some point, but it's making me too nervous to ask for the first of each at a time (these blocks aren't on my request list now).

Can the original On/Off switch "custom block" and the original Switchable Block On and Off custom blocks have different offsets in a sequence (e.g. some number for the first of each, a number maybe 17 higher than the first set, a number 17 higher than the second set, etc), in order to make "clones" of the original blocks that will work in conjunction with each other, but not with the original ones?
Originally posted by AlexJS
BTW, this was inserted using BlockTool: Super Deluxe, and the Animated Hurt Block doesn't work either...


Did you see the topic smkdan made on BTSD? With the blocks that worked fine with Block Tool, that don't work properly with BTSD, you have to open up the bin file in a hex editor, and look for every instance of the line "05 BD 7E D0 ??" (it doesn't matter what the question marks sre representing as their velue). Change those lines to "05 BD 7E EA EA", and the blocks should work right.
Could I have a block which normally acts like air, but will act like whatever tile you set the block to act like, only if the player is moving at a certain speed when they hit it?

I remember a block that is similar to this, that normally acts like water, but is solid if you're going fast enough, so I was just hoping this one I mentioned could be done too, please.
Could I have a sprite that disables opening the cape (and subsequently, flight) for just a single level, please?

I've been seeing some Japanese hacks where in some levels, trying to fly with a cape results in floating down toward the ground, while in other levels, the cape flight works perfectly.

Anyway, thanks in advance.
Hi, just wondering, but could someone make the following block please? It's one I remember seeing only in some Japanese hacks.

Basically, what this block does, if you land on it while you do a spin jump, you hear a "right" sound, and the block makes you bounce really high, but it has no effect otherwise.

If anyone could create that block, I'd appreciate it, tnanks.
Originally posted by Sonikku
@Knight of Time:
Code
LDA #$01
CMP $140D
BEQ Bounce
BNE NoBounce
Bounce:
LDA #$80
STA $7D
LDA #$29
STA $1DFC
RTS
NoBounce:
RTS


Try this. Put it in a text file and run it over TRASM (In your Sprite Tool folder). All of the offsets should be -1 EXCEPT for Mario Above.

I haven't tested it, but it should work.


Thanks Sonikku, it works perfectly.

Just wondering, but can this block be modified so that you bounce really high if you land on it from a normal jump (instead of a spin jump), please? It would be basically the opposite of this block, right?

Anyway, thanks in advance.