Posts by isaix | |||
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isaix Red Zol ![]() Posts: 241/255 Since: Location: Canada Last seen: 3 hours, 14 minutes and 38 seconds ago |
I downloaded the sand block from SMB2,the ones where you press the run button above them and they disappear, I'd like to make a slight edit so that you can't walk through them from left to right,it'd be solid from the sides and you'd be able to press the run button and left or the right on the d-pad to make them disappear kinda like throw blocks when there's a lot of them.
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isaix Red Zol ![]() Posts: 242/255 Since: Location: Canada Last seen: 3 hours, 14 minutes and 38 seconds ago |
Here's the code:
;; Sand Block. By ICB. Make act like Block 25 db $42 JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall : JMP RETURN2 : JMP RETURN2 : JMP RETURN2 MarioAbove: LDY #$01 ;act like tile 130 LDA #$30 ;If standing on top STA $1693 LDA $16 ;If button AND #$40 ;Y or X isn't pressed BEQ RETURN2 ;return LDA #$E4 ;Move Mario up STA $7D ;for a second STZ $7B ;Zero horz speed LDA #$0A ;Show ducking while picking up STA $1498 ;item pose LDA #$28 ;play sound STA $1DF9 LDA #$02 ;Generate STA $9C ;A JSL $00BEB0 ;blank block %create_smoke() ;make smoke (er...sand) RETURN2: RTL SpriteV: LDY #$01 ;act like tile 130 LDA #$30 ;to sprites STA $1693 ;that are walking on top MarioSide: MarioBelow: SpriteH: MarioCape: MarioFireBall: RTL print "A SMB2-style diggable sand block." |
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isaix Red Zol ![]() Posts: 243/255 Since: Location: Canada Last seen: 3 hours, 14 minutes and 38 seconds ago |
This message pops up when I did:
An error has been detected: blocks/sand.asm:52: error: Label "RETURN2" redefined [RETURN2:] Press any key to continue . . . Here's what I did just in case: ;; Sand Block. By ICB. Make act like Block 25 db $42 JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall : JMP RETURN2 : JMP RETURN2 : JMP RETURN2 MarioAbove: LDY #$01 ;act like tile 130 LDA #$30 ;If standing on top STA $1693 LDA $16 ;If button AND #$40 ;Y or X isn't pressed BEQ RETURN2 ;return LDA #$E4 ;Move Mario up STA $7D ;for a second STZ $7B ;Zero horz speed LDA #$0A ;Show ducking while picking up STA $1498 ;item pose LDA #$07 ;play sound STA $1DFC LDA #$02 ;Generate STA $9C ;A JSL $00BEB0 ;blank block %create_smoke() ;make smoke (er...sand) RETURN2: RTL SpriteV: LDY #$01 ;act like tile 130 LDA #$30 ;to sprites STA $1693 ;that are walking on top MarioSide: LDY #$01 ;act like tile 130 LDA #$30 ;If standing on top STA $1693 LDA $16 ;If button AND #$40 ;Y or X isn't pressed BEQ RETURN2 ;return LDA #$E4 ;Move Mario up STA $7D ;for a second STZ $7B ;Zero horz speed LDA #$0A ;Show ducking while picking up STA $1498 ;item pose LDA #$07 ;play sound STA $1DFC LDA #$02 ;Generate STA $9C ;A JSL $00BEB0 ;blank block %create_smoke() ;make smoke (er...sand) RETURN2: RTL MarioBelow: SpriteH: MarioCape: MarioFireBall: RTL print "A SMB2-style diggable sand block." |
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isaix Red Zol ![]() Posts: 244/255 Since: Location: Canada Last seen: 3 hours, 14 minutes and 38 seconds ago |
Alright it works fine now,thanks
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isaix Red Zol ![]() Posts: 245/255 Since: Location: Canada Last seen: 3 hours, 14 minutes and 38 seconds ago |
Very well,not sure what it does,but thanks for the info
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isaix Red Zol ![]() Posts: 246/255 Since: Location: Canada Last seen: 3 hours, 14 minutes and 38 seconds ago |
I'd like to stop the flashing effect on the star powerup,but not on Mario,how can I do that?
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isaix Red Zol ![]() Posts: 247/255 Since: Location: Canada Last seen: 3 hours, 14 minutes and 38 seconds ago |
Alright it works,thank you
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isaix Red Zol ![]() Posts: 249/255 Since: Location: Canada Last seen: 3 hours, 14 minutes and 38 seconds ago |
I was wondering if it was possible to have a little star or whatever next to the levels name you've beaten on the overworld,I'm pretty sure I've seen this already
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isaix Red Zol ![]() Posts: 250/255 Since: Location: Canada Last seen: 3 hours, 14 minutes and 38 seconds ago |
I see,so there are no patch to do this yet and its not so easily done,alright.I wanted something like this because my hack will have an open overworld with many path and I wanted to make it as less confusing as possible,but with events and memorisation I guess it should be fine for players anyway.
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isaix Red Zol ![]() Posts: 251/255 Since: Location: Canada Last seen: 3 hours, 14 minutes and 38 seconds ago |
Originally posted by NathanWarford There's actually a way to do this without the use of any ASM. It's a technique that I came up with myself. All it requires is Lunar Magic and a GFX editor like YY-CHR. I'm assuming that you know how to use a GFX editor. If you don't, there are tutorials that can teach you. Believe it or not, there are a bunch of 8x8 tiles on the overworld that are either duplicates of one another, or completely unused. Examples of duplicate tiles (red circles) ![]() ![]() Example of unused tile (red circle) ![]() After exporting your GFX, find 1 of those 8x8 tiles in your GFX editor and change it into a symbol (e.g. star). Go back into Lunar Magic, import your GFX and go to the Overworld Editor. If any tiles on your OW don't look right, it means that the tile you edited was used somewhere on the OW. Just replace the tiles with one of the duplicates. If that doesn't work, then the tile was probably included in one of the Layer 1 tiles. Go down to the bottom of the OW... ![]() ...and replace the glitched tiles with one of the duplicates. To the right of the OW, you will see your Layer 2 event tiles. ![]() Each event tile is a 16x16 tile, but all 16x16 tiles are made up of 4 8x8 tiles. Make new event tiles with one of the 8x8 tiles as the new tile that you created in your GFX editor. Every time the player completes a level, simply add that event tile to the OW when the level is completed. That's a good alternative,that's probably what I'll do,thanks for the advise |
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isaix Red Zol ![]() Posts: 252/255 Since: Location: Canada Last seen: 3 hours, 14 minutes and 38 seconds ago |
There used to be a generator to make every spinjump switch the coins to brown blocks and vice versa, but I can't find it anymore. Is it still around or was it deleted?
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isaix Red Zol ![]() Posts: 253/255 Since: Location: Canada Last seen: 3 hours, 14 minutes and 38 seconds ago |
Oh I see, thank you
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isaix Red Zol ![]() Posts: 254/255 Since: Location: Canada Last seen: 3 hours, 14 minutes and 38 seconds ago |
Track Name
Dragon Quest 3 Battle Theme Sampled? Yes Audio Reference https://www.youtube.com/watch?v=SNvlMb-NOtI Note Data Reference https://bin.smwcentral.net/u/14960/10%2BBattle%2BTheme.spc |
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isaix Red Zol ![]() Posts: 255/255 Since: Location: Canada Last seen: 3 hours, 14 minutes and 38 seconds ago |
Track Name
Dragon Quest IV - Cursed Towers Sampled? Yes ideally. Not sure how easy or complicated it is to port from a DS game. Audio Reference https://www.youtube.com/watch?v=YpZNj_8MQXM Note Data Reference https://bin.smwcentral.net/u/14960/22%2BCursed%2BTowers.mini2sf |
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