4 users online: crocodileman94, Dispace, mae_86, OEO6 - Guests: 80 - Bots: 168 Users: 55,590 (2,464 active)
Latest user: StrangeEric
Not logged in.
Posts by 1524
1524's Profile - Posts by 1524
Pages: « 1 2 3 442 43 »
What do I need to do to make Mario's default change from small to cape mario? In other words, I want to make it where when mario starts the game, he has the cape, and when he has a flower and gets hit, he turns back into cape mario. I know that sounds backwards, but I'm going somewhere with this.

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Schwa, You explain this very well! I'm starting to understand some stuff that didn't quite click when I read another tutorial the other day.

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I know that regular bob-omb is sprite 0D, but does the stunned bob-omb have it's own sprite number?

Thanks

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
That makes sense. Thanks.

I set it to come out of the block that the green shell comes out of, and it is stunned, but it goes off immediately unless I pick it up and kick it really quick, and after that, there's no flash to let you know when it's going to go off. Still, it could be useful for a "Oh, crap, get out of the way it's a bomb!" kind of block.

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
What value is the status of small mario? I know that you can make different things happen by changing $19 addresses to point to #$01 (big) #$02 (feather) etc, but I need to know where the actual setting for small mario is so that I can set it to cape mario (In other words, I want him to start with the cape, and his last hit before he dies is a cape.)

I am looking at the address for "set powerup at game start" which is $00:9E35, and I'm not sure this is where I make the change or not.

(Edit) I GOT IT! I now have a Mario that always has a cape except when he gets another powerup! Big thanks to KilloZapit for a great place to start!

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
That's what I thought. Thanks.

I'm still stuck on what to change to make that cape instead of small. I'm scouring the ASM, but it's hurting my eyes! :-P

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I read it. His tutorial deals with making Mario big (or small) with a block. I want to switch Mario's SMALL status with Cape status, meaning he starts the game with the cape, loses it if he gets a powerup (just like he 'loses' small if he gets a mushroom) but reverts BACK to cape if he gets "small".

I did learn a couple of things from Schwa's tut, though. :-)

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Yeah. I think that would do it, but it's unknown where the code for mario's starting status is. at least I don't see it in the ROM map.

(edit)
I do know that I can set small mario to have cape abilities, but the spin cape doesn't work. It just makes him spin, but you can't hurt enemies.

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Ok, according to the Rom map, we have this:

C799 What Power-Up Feathers gives you (it's 02)

C7F8 What power-up Flowers give you (it's 03)

I need to know what the address is for "What powerup STARS give you"

And while I'm at it, what powerup MUSHROOMS give you. I know it's powerup is 01, but that's not what I need.

Are these adresses known?

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Well, when you use a fast autoscroll, it eventually gets so fast that mario can't keep up, and so he can't jump. What I would do is set a "Slow Auto Scroll" a screen or two before it gets that fast, then have it speed up a few screens later to keep mario from getting stuck on the ground, then at the end, slow it down again and you should be fine.

Also, I believe the only way the auto scroll stops is at the end of the level (Meaning last screen, which you can see screens by clicking the blue door icon in Lunar Magic). If there is nothing after your last screen, it will stop. That means you have to set your goal a screen before you actually want the level to end so that you have enough room for mario to do his exit after the goal and not fall off the map. Or you can put a pipe on the last screen to go to an area with your exit

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
You may need to do a gradual slowdown. That means two or three screens before slow, do a mid. Then two screens after that do a slow, then speed back up. What you should do is make a long, flat level and play with the settings until you find what you need.
[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I'm inserting custom blocks into LM with blocktool, and when I'm in map16, everything works great except when I try to change the "Acts like" value. Say I'm changing it from 130 to 25. So I type in 25, hit OK and then F9 to save. I put my block in the game, and it does what it's supposed to do, but it changes BACK to 130! I can't get it to stay on the number I need, even after I hit F9 and save the level to the rom. What am I doing wrong?

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Ha! That's so simple. Why is that not in any of the tutorials?? (edit. Just saw that it is in the tutorial in the FAQ. Should have known to look there first!)

Thanks, Egg!

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
If a block comes with an ASM file, do I need to just put that ASM file in my blocktool folder?

I guess I could clarify. It has a bin file AND an ASM. and no readme.

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Download Blocktool (It's in the FAQ, with a link to a great tutorial). Plus, you're in luck because there's already a block that comes with Blocktool that does what you want.

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Well, you can do all the ASMing you want, but you still need block tool to get it in there.

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Do the physics in the game allow for mario to get pushed back when he gets hurt (maybe even bumped in the air a little like Zelda)? I'd like to write an ASM that would do so, but I don't have a clue if the game would even let me.

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I'll play around with it. Thanks!

P.S.
Downloading your Mario Poses document. That might come in handy.

(edit) also, where is the subroutine. It's not listed in the Ram map. Only the timers.

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Or something else... ;-)

Of course that depends on what I am able to learn how to do.

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
How can I get Mario to spawn a regular sprite instead of an extended sprite (Like a shell in place of a fireball)?

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Pages: « 1 2 3 442 43 »
1524's Profile - Posts by 1524