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Posts by isaix
isaix's Profile - Posts by isaix
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I was looking for tutorial here to rip background from ZSNES screenshot or PNG files,but every time I found a tutorial the link to the tool is broken so I wanted to know what tool people are currently using to rip background from other games?
Thanks for the help
I'm not sure how to explain this,but I was wondering if there's a way to edit the background even though you put the "Snes Registers and Level Modes" to number 02,you know,when you click on the Mario head in Lunar Magic.
The "Time Up Sprite Deleter/Exiter" Kicks Mario out of the level when the timer hits "1" second,but I'd like the modifie that so that when the timer hits "1",the stage would be completed instead(Like when you touch the goal bar or beating a boss) so that Mario can proceed to the next level.


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; INIT and MAIN JSL targets
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

dcb "INIT"
RTL

dcb "MAIN"
JSR START
RTL
START:
LDA $0F31
ORA $0F32
BNE nofuct
LDA $0F33
CMP #$01 ; yeah yeah, not when time is up, putting it at 00 conflicts
BEQ doit
nofuct:
RTS
doit:
LDY #$0B
LDA #$00
Loop:
CPY $15E9
BEQ save
STA $14C8,y
save:
DEY
BPL Loop
JSL $05B160
RTS
I've tried the one with the normal exit,but it doesn't seem to work properly,when the time reach "1" second,the boss music plays and Mario walks,but it never ends,Mario keeps walking and nothing happens after that,Mario doesn't exit the level like he should

It currently look like this:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; INIT and MAIN JSL targets
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

dcb "INIT"
RTL

dcb "MAIN"
JSR START
RTL
START:
LDA $0F31
ORA $0F32
BNE nofuct
LDA $0F33
CMP #$01 ; yeah yeah, not when time is up, putting it at 00 conflicts
BEQ doit
nofuct:
RTS
doit:
LDY #$0B
LDA #$00
Loop:
CPY $15E9
BEQ save
STA $14C8,y
save:
DEY
BPL Loop
LDA #$FF ; Normal Exit
STA $1493
LDA #$0B ; Change Music
STA $1DFB
RTS
Its working now,thanks guys :)
The "End" sprite is a custom sprite and what it does basically is that when its on screen the level will end when all sprites on screen are defeated,but I'd like to edit it so that Mario doesn't walk at the end(Like in the original game when you defeat a boss).I think I have to add this line: "DEC $13C6" somewhere in the ASM file,but I'm not sure where and I don't want to mess anything up and it doesn't seen to work with the "Non-boss Homing Thowmp" and the "Mega splitting Goomba".When the homing thwomp sink in lava,the sprite doesn't trigger for some reason even though its on screen so I was also wondering if there were a way to make this compatible with custom sprites too.

Here's what the ASM file looks like:



;; When the first extra bit is clear, the it plays the level clear music. When the first
;; extra bit is set, it will play the boss defeat music.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

EXTRA_BITS = $7FAB10
NEW_SPRITE_NUM = $7FAB9E

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sprite init JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

dcb "INIT"
RTL


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sprite code JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

dcb "MAIN"
LDA $1493
BNE RETURN

STX $00
LDA NEW_SPRITE_NUM,x
STA $01

LDY #$0C
LOOP_START CPY $00
BEQ DONT_CHECK
LDA $190F,y
AND #$40
BNE DONT_CHECK
LDA $14C8,y
BNE RETURN
DONT_CHECK DEY
BPL LOOP_START

LDA EXTRA_BITS,x
AND #$04
BNE HOLE
JSR KEY_GEN
BRA RETURN
HOLE JSR KEYHOLE_GEN

RETURN RTL


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; key gen
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

KEY_GEN
LDA #$FF ; \ End
STA $1493 ; / Level
lda #$0C
sta $1DFB ; change music to "Course Clear!"
rts


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; keyhole gen
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

KEYHOLE_GEN
LDA #$FF ; \ End
STA $1493 ; / Level
lda #$0B
sta $1DFB ; change music to "Boss defeated!"
rts
I expirent some weird graphical glitch with the events of my overworld,but what is strange about this is the fact that it doesn't always happend with the same events every time a start a new game and sometimes,the glitch doesn't appear at all.

And an other weird thing about this is if it happens and I get a game over or I reset the game the graphic will be back to normal and I remember seeing something like this in an other hack I've played,so I was wondering why is it happening and how could I fix it.
I did recorded a title screen for my intro a long time ago,but I don't remember if I uninstalled the recording ASM so I'll test it out and see if the problem still persist
I wanted the poison shroom to appear from a ? block(just like in SMB the lost level).I've search and I found this:

Code
10AB0 $02:88B0 1 byte Sprite number Sprite that comes out of blocks 127 and 128 (Green shell)
10AC1 $02:88C1 1 byte Sprite number Sprite that comes out of blocks 127 and 128 if Yoshi is present (Green shell)


Open Translhextion and press Ctrl+G.
In the text field that shows up, put x10AB0 and then enter.
In the spot that the search takes you, put in 85 and save.
Repeat that for 10AC1.


It is suppose to allow the Poison shroom to appear from the Block tile 128,but it doesn't work to me.Now when I hit the block 128,nothing appear,so how can I make a poison shroom appear from a block properly?
I've already insert it with sprite tool a while ago and I tested it without the block and its working just fine.
Yes I did

Edit:I've noticed that if I insert my sprite 85 on a level without the extra bits 02 or 03,the poison shroom doesn't appear at all,so I was thinking that maybe that's my problem.Maybe I should edit something in the Hex editor so that the extra bits are included with sprite 85 when it comes out of the block 128,but I'm not very good in that kind of stuff and I don't want to mess up with anything,so how could I do that?
What music tool should I use to be able to insert the [M],the [­S] and the [M][­S] music? because the last one I use could only support the [­S] ,but not the [M] music.
Originally posted by Vitor Vilela
Yep, [S] requires Addmusic405 + Sample Tool while [M] and [M][S] requires AddmusicM. And you can't use both. So I really recommend to you use AddmusicK, although it's a little buggy right now.

What do you mean when you say AddmusicK is buddy?Is it the sound quality? If I use it could my hack be rejected because if it?
I was wondering if there were any tips,tutorials,youtube video or whatever that you guys could show me,that are easy to understand,to be able to edit disassembly sprites.I'd like to do stuff like a magikoopa that throws bullet bills instead of magic or edit the classic Bowser costum sprite to be able to beat him just by jumping on his head or make a Koopa run faster,etc.

I tried to open ASM files myself,but I really don't understand how it works,the only thing that was easy to understand to me its how to edit the life points of costum bosses.So where should I go if I want to be good at editing ASM files.
Hi,I've been trying to link two exit tile together on the overworld map,but for some reason it doesn't work,Mario goes to Bowser Valley 1 for some reason even though my exit tile doesn't go to the Bowser Valley submap.

I've also just downloaded lunar Magic 2.20,so maybe there's a new way to link exits tiles in that version or whatever.
No they are both horizontal tiles and they are not on the very edge of the submap.
Hi,I've just inserted my first [­S]music(Sampled) and it works just fine,but I've noticed that for some reason some sound effects sound just a bit different(like when I collect coins or jump on enemies)and I was wondering if it was normal or should I find a way to fix?
Oh I see,thanks
Is there a way to make Mario walk to the left after touching the goal instead of walking to the right?
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isaix's Profile - Posts by isaix