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Posts by 1524
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This is awesome! I actually did something similar yesterday with a "Deku Leaf", which basically lets you float, but not fly.

I think custom blocks are the key to custom powerups.

Schwa, I haven't downloaded your powerups yet, but I was wondering if you were having a problem with the powerups NOT releasing when you get hurt. It seems I can only get mine to go away when I die, or get another powerup.

Also, I made mine act like tile 2C, which is a coin. It seems that something in the frame rate cancels you picking up the powerup since I get it sometimes. and sometimes I don't. I've tried making it act like 38, which is the midway point (and has no frame changes) and it still varies on when I get the powerup.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
How do I keep the feather from moving when it comes out of a block? I want it to just sit there and not fly into the air.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
This may be just a simple HEX edit, but probably not. I want to make it where the closing circle (like you see at the very end of a level) happens instead of a blur when you enter a level, go in a pipe, etc. instead of the blur thing that happens. Or just a simple fade out would work. My fear is that it is an HDMA thing (Shudders).

(edit)
Ok. So Setting 2167 to 00 makes a fade. But I wish I could get it to circle out and in.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I've got the fireflower, mushroom, and star all doing things already. I want every powerup to stand still when I pop open a block.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
How can I make it where I get an item in the item box automatically when I press select instead of waiting for it to fall?

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
cory21391 needs to change his ExGFX file in his Sprite Tool help document.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Ok. So if I want to write a code that would make mario lose one coin every time he shoots a fireball, I would do something like...

LDA $(I need the RAM address for shooting a fireball)
SEC (This goes by itself, and ADC always comes right after.)
SBC #$01 (or is it #$8D01??) (Take one coin away from...)
STA $0DB6 (Mario's Coins)
RTS (Finish the code.)

Or do I need to replace LDA with JSL? I'm sure this is all wrong!

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Ok. So in order to set what RAM I am working with, I just use

!SomethingHere = RAM address.

And then it will use that any time I have it in the code after that? That makes sense. I was wondering how that worked.

Do I have to do the same thing for the BEQ? I see that you just put 'DontShootFireball', but would I also have to have !DontShootFireball = 'whatever RAM address fireballs is' for it to know what to stop doing if it runs out of coins, and the same to let the JSL know what 'ShootFireball' means?

In other words...

Code
; (Do I need that ; thing here?) 

!playerCoins = $7E0DBF 
!ShootFireball - $7E(Fireball RAM address)
!DontShootFireball

...etc.

Tag (pre) was not closed.
Tag (div) was not closed.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Yeah. Unclear. You could say that. :-) But I'm hear to learn, so I appreciate you taking the time to help make it more clear.

So when I do a BEQ to DontShootFireball, this xKas program already knows what this means? So the code you provided is complete, But in order to make the patch work, I would have to point to the original fireball command like this?

Code
header
lorom

org $fireball ;(I think it may be $00D062, which is fireball and
;capeswing routine, so I may try to find the Mario pose for shooting 
;a fireball instead so cape swings don't take coins away, 
;if that will work)

:fireball

!playerCoins = $7E0DBF 

SEP #$20 

LDA !playerCoins 

BEQ dontShootFireball 

SEC 
SBC #$01 
STA !playerCoins 

JSL shootFireBall 

dontShootFireball: 

RTL 


Or is all that other stuff at the beginning unnecessary?

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Ok. I got it to patch (I changed the address for my empty space. first one I tried gave me a black screen). Only problem is is that it won't shoot fireballs at all now (Even with coins). Going to mess around with it a little.

(Edit)
Ok! Interesting things are happening here! I don't think $D0A0 is where the fireball is created normally. That's actually Mario's spin jump while he has the flower, which SHOULD shoot two fireballs! It takes away coins when I spin jump, but only if I have the flower, and I still can't shoot fireballs.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
It's official! Schwa gets his own section!

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
You're right. Didn't even cross my mind. I guess my initial question about the DEC oppcode spawned this discussion and it just went on and on. I'll try this code, and if I have any further questions, I'll post them in the help thread. (Sorry Schwa!)

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Ok. So I'm trying to make it where Mario will lose a coin each time he shoots a fireball. 210 and MathOnNapkins have been throwing ideas out, and this latest one looks like it will work, but right now it crashes the rom. I'm still learning how to do this stuff, so I need some instruction on what to add to make it work.

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Code
lorom 
header 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 
!playerCoins = $0DBF
!shootFireBall = $00FEB5 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 
org $FEA8 
JML main 
;org $D064 ; remove semicolons to shoot fireballs with any powerup ;NOP 
;NOP 

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 
db "STAR" 
dw Endcode-Startcode 
dw Endcode-Startcode^#$FFFF 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 
Startcode: 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 
org $freespace 
LDA ; your code (Do I need to add something here?)
LDA !playerCoins 
BEQ dontShootFireball 

;LDA $140D ; \remove semicolons to disable spinjump fireball 
;BNE end ; / 

LDX.B #$09 ; Find a free fireball slot (Ext spr slot 08-09) 
check: 
LDA.W RAM_ExSpriteNum,X ; this is restoring damaged code 
BEQ shoot 
DEX CPX.B #$07 
BNE check BRA end ; Return if none 
shoot: 
;LDA $140D ; \ remove semicolons to stop removing coins when spin jumping 
;BNE dontremovecoin ; / 
SEC 
SBC #$01 
STA !playerCoins 
dontremovecoin: 
JML !shootFireBall ; changed to jump 
dontShootFireball: 
; LDA $?? ;\remove semicolon to store a you can't shoot any fireballs SFX 
; STA $1DFC ;/ you must change ?? to SFX value 
end: 
JML $00FEB4 ; jump back instad of return
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 
Endcode: 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 


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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Sorry. I didn't mean to hijack the thread. I've moved my discussion to ASM help.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
No fireballs. Even with coins. Just for kicks, I'm going to change coins to Marios score ($0F34) and see what happens.

Why do we need a new fireball extended sprite slot? I don't want to erase what's in slot 8 and 9.

(edit 2) Ok. Awesome! Whatever you changed lets me shoot fireballs when I get coins, but instead of taking away one coin, it takes me all the way to the maximum number of coins, and after that I can shoot infinite fireballs (Taking away no coins)

(Edit 3)
I have an idea. I think we need to tell it how many coins are needed to shoot a fireball, and another to tell it how many to take away from the coin accumulator when this happens (or would that be redundant?)

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Holy Crap Dude! That worked! And I think I understand how most of the code works! Thanks!

How can we get this into IPS form so other people can use it?

(Edit)
Changing the $0DBF (Coins) to $0F34 (Mario's Score) works like a charm! I think this will would be useful if people wanted to keep their coins and fireballs separate. I'm going to try to lower the score you get when you jump on enemies (Or take it away all together) and just make flowers give you $#XX points (Which would now be ammo).

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I think it would definitely be useful for people who wanted to make a shoot 'em up game. Coins (or your score, if desired) could be ammo.

(edit)

Also, your code for making any powerup give you fireballs causes a black screen.

(Edit 2)

No. I got the score to work. It's perfect. I just used the status bar editor to turn the zero at the end into a fireball, and set each scoring value how I like it in HEX. It works like this:

.....Time.........0 (Coins)
(Yoshi Coins here).... SCORE{F} - Where F is my little picture of a fireball. Since the score always counts in multiples of ten, eliminating the last digit (or turning it into your ammo symbol) makes it work out just fine. So when Mario picks a big red boogie out of his nose, the score will go down by ten, but it looks like it goes down by 1!

Before, if I had 1200 points, and I spit a fireball, it would go down to 1190. Now, it goes 120{F} (Shoot a fireball) 119{F}.

I have powerups set to give me 200 points, so I get twenty shots each time I pick up a flower or a cape (Looking to disable the cape score somehow), and when I kill an enemy with fireballs, it gives me 200 again. Coins from a block still give me ten, so I get a shot for each coin I knock out of a block.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I think it has something to do with the way the screens are set up. It's the same with regular exits. If you'll look at any vertical level, you'll notice that all of them have a pipe exit to a horizontal area where the exit lives. That being said, your best bet is to make a pipe exit somewhere in the level that goes to a horizontal area where you can hide the secret exit, and of course make the area return to the vertical level if the player fails to find the exit. This may not work, however, but you should play around with it and see what happens.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Request: A block that breaks from a bob-omb blast. (EDIT) I scoured this thread and saw it had already been requested. Trying to get my hands on a copy of it.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Well, I wasn't sure if this was basic or not. I thought it might include some HDMA, which to my knowledge is far from basic. :-)

By the way, the fade out is just fine. I'd like the circles, but it's not a must. I have always hated the stupid blur ever since I first played SMW way back in the day.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
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1524's Profile - Posts by 1524