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Posts by isaix
isaix's Profile - Posts by isaix
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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.
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."
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."
Alright it works fine now,thanks
Very well,not sure what it does,but thanks for the info :)
I'd like to stop the flashing effect on the star powerup,but not on Mario,how can I do that?
Alright it works,thank you
(restricted)
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
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.
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
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?
Oh I see, thank you
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
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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isaix's Profile - Posts by isaix