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Posts by 1524
1524's Profile - Posts by 1524
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I ran a breakpoint in debugger that pointed to $7E:04A0, which is the HDMA table (It's 440 bytes in the ROM!), and ran the game to where the opening scene starts (Which uses the circle opening outwards. This is what I got at the very start of the circle.


Code
DMA[1]: write Mode: 0 0x000000->0x2119 Bytes: 4096 (fixed) V-Line:14 VRAM: 5000 (1,0) word
$00/863D 8C 0B 42    STY $420B  [$00:420B]   A:FF19 X:00FF Y:0002 P:envMXdizc
$00/CA9F 9D A0 04    STA $04A0,x[$00:04A0]   A:01FF X:0000 Y:01BE P:eNvMxdizC
$00/CA9F 9D A0 04    STA $04A0,x[$00:04A0]   A:01FF X:0000 Y:01BE P:eNvMxdizC
$00/CA9F 9D A0 04    STA $04A0,x[$00:04A0]   A:01FF X:0000 Y:01BE P:eNvMxdizC


I don't know how much that will help since I don't understand what it's saying, but you might.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Originally posted by 2¹º
I could have sworn that you must convert all normal offsets to decimal, but leave the reloc offsets in hex form for some reason.

Hmm...


So THAT'S why I had a hard time finding the offsets in the .bin files!

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Originally posted by Kc
Can I just ask: How long do these powerups last? until the end of the level, or do you have them all the time when you pick it up?


Heh. Read the post right above you.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Theoretically, I think you could have a single block do several things. You have a hit from top offset, hit from bottom offset, a hit from the sides offset, a cape hit offset and a fireball hit offset. If you wanted to, you could make a block that would make you big if you hit it from the sides, make you fire mario if you hit it with a cape, make you cape mario if you shoot it with a fireball, give you +1 life if you hit it from the bottom, or kill you if you land on top of it. There's really no point for a block like that, but from what I can tell, it's possible.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I want to make a level like in Mario 3 where when you enter a pipe in one area of the OW, you go into a short level, then when you exit the next pipe in that level, you end up in a different pipe on the OW map.

Of course, it would have to actually be a level dot in SMW, but you could make a pipe graphic that would take you to a level. I've messed around with different exit types, but nothing seems to work. I even placed a pipe inside a level that went to a completely different level in another submap, and when I beat it, it spit me right back out at the level dot I started at.

So if I go in level 105, and in that level I warped to level 106, and got to the exit in 106, how do I make the game know that I am finishing 106 instead of 105?

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Ok. I just now got started on this, and I'm seeing some interesting patterns. I'm using the original SMW to debug with, and going by the RAM addresses for XY position on the OW, every level is set on an X and Y position ending in 8. For instance, Yoshi's house is set at X=68 Y=78. Level 106 is set at X=98 y=88, level 103 is at x=98 y=68. I wonder if there's reason for this. Does the game freak out if I put a level at a position that's not on a X8 number?

Anyhoo, with this pattern, it should look something like this

X Positions are from Left to Right, Y from top to bottom.
08 18 28 38 48 58 68 78 88 98 A8 B8 D8 E8 F8

And in cases where the map moves over past F8, it adds a 01 after the second byte (The y position). I'm wondering if that will affect what goes into this block code.

However, I ALSO noticed that there seems to be some activity at RAM addresses $7E:1F1F and $7E:1F21, which count the exact way the X and Y position do, except in regular HEX from 00 to 0F. For example, yoshi's house is at 06, 07. Level 106 is at 09, 08. Level 103 is at 09, 06. So I'm wondering which one of these is REALLY the XY position of Mario on the OW.

It's late, so I'm going to call it a night on this math class. We'll throw some ideas around tomorrow.

P.S.

I think I want to make this a block like what Lucas described (Having to pass through it to activate it) so that it can be used in a number of ways.

It could be set to the edge of a level with side exit enabled so when you leave the level at the other end, it will spit you out on the spot you want to go to.

It could be placed around a door.

It could be placed under or over a pipe.

It could even go in a boss room.

(EDIT 2)

Good Morning, class!

This is a disassemble of JUST the X POS. at level 106 (The one to the right of Yoshi's house)

Code
$04/9828 9D 17 1F    STA $1F17,x[$04:1F19]   A:0088 X:0002 Y:0002 P:envmxdizc

Disassembly:
$04/9828 9D 17 1F    STA $1F17,x[$04:1F19]   A:0088 X:0002 Y:0002 P:envmxdizc
$04/982B CA          DEX                     A:0088 X:0002 Y:0002 P:envmxdizc
$04/982C CA          DEX                     A:0088 X:0002 Y:0002 P:envmxdizc
$04/982D 88          DEY                     A:0088 X:0002 Y:0002 P:envmxdizc
$04/982E 88          DEY                     A:0088 X:0002 Y:0002 P:envmxdizc
$04/982F 10 DD       BPL $DD    [$980E]      A:0088 X:0002 Y:0002 P:envmxdizc
$04/9831 E2 20       SEP #$20                A:0088 X:0002 Y:0002 P:envmxdizc
$04/9833 AD D9 13    LDA $13D9  [$04:13D9]   A:0088 X:0002 Y:0002 P:envMxdizc
$04/9836 C9 0A       CMP #$0A                A:0088 X:0002 Y:0002 P:envMxdizc
$04/9838 F0 48       BEQ $48    [$9882]      A:0088 X:0002 Y:0002 P:envMxdizc
$04/983A AD A0 1B    LDA $1BA0  [$04:1BA0]   A:0088 X:0002 Y:0002 P:envMxdizc
$04/983D D0 43       BNE $43    [$9882]      A:0088 X:0002 Y:0002 P:envMxdizc
$04/983F C2 30       REP #$30                A:0088 X:0002 Y:0002 P:envMxdizc
$04/9841 AE D6 0D    LDX $0DD6  [$04:0DD6]   A:0088 X:0002 Y:0002 P:envmxdizc
$04/9844 BD 17 1F    LDA $1F17,x[$04:1F19]   A:0088 X:0002 Y:0002 P:envmxdizc
$04/9847 85 00       STA $00    [$00:0000]   A:0088 X:0002 Y:0002 P:envmxdizc


I'm trying to figure out what all I need in my code to make this work. There's a lot of stuff there, and I'm sure some of it is unnecessary for the block to work.

(EDIT 3)

I think I'm making this harder than it is.

Code
LDA #$98   ; Load OW X pos 
STA $1F17  ; Write new X Pos 
LDA #$68    ; Load OW Y pos 
STA $1F19  ; Write new Y Pos 
RTS        ; End 


(EDIT 5) GOT IT!
The code above will move you to the spot where level 103 is at. Changing the first and third values by ten will move you to different spots! BAM!!

I'll submit it once I get a demo video made. (Actually, I have a gig tonight, so it'll probably be tomorrow before I do anything with this.)

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
There's two ways to fix that. What WYE said, or you could open a clean rom in LM, hit the red mushroom to export the GFX from the clean rom, and then open the rom with the corrupted graphics and hit the green mushroom to reset all your graphics back to normal.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
(restricted)
This is a dumb question.

I want to change Yoshi's palette to something other than the red, yellow, and green ones so he will stay the same color no matter what (Plus I need more colors than what are available in those little palettes.) Yoshi's palette is not in the ROM map, but I wasn't sure if anyone knew anything about changing his palette.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I don't want to actually change his palette's colors. I want to change the palette which he uses. For example, I'd like to put him on the same palette which mario uses (Palette 8). I think he's currently set to use palette's B, C, and D. If I can move him to a static palette (Like Mario's) he should stay in that palette when he is supposed to turn a different color.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I had the same problem last week. Use the Hammer_bros.bin file that came with Spritetool, NOT the one in the Sprite Tool Help! file in the document section. It's wrong.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
The .bin file is your ExGFX file. You have to rename it ExGFX(#).bin to import it. There should be a SP3 or SP4 in parentheses next to the name of the bin file which tells you what bypass slot to set it in LM.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
1. You have to set Mario to enter in the middle of the screen. There's really no way around it, unless you are coming in from a pipe, which you would have to extend the pipe and any other FG graphics a little bit into the next screen.

To set Mario in the middle, go to your entrance settings (The second door in LM) set X/Y to X=8, P=0, S=00, and Y=(Whatever the height of your ground is), P=0, S=0 (If you are on the bottom half of the screen, 1 if you are on the top half).

2. See solution in second post.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Originally posted by jesus

also, i always wanted to have a throw block that did not spawn the 'throw block sprite' when you picked it up. it would instead simply disappear. this would be useful for remaking those mario 2 'sand digging' kind of levels.

thanks.


That would be really easy if you had the original code for the throw blocks. In the original game, if you hold a throw block for a certain amount of time, it disappears. If you set that time to zero, you'd have your sand block.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
HAH! Duh! You can change him in Tweaker!

I keep forgetting he is a normal sprite.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I need a block that is like the throw block, but instead of sliding across the ground, it breaks when it hits anything (but still hurts enemies).

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I'd like to know that, too. I hate the pipes changing color when I want them on a certain screen.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Yoshi coins?? They change colors on different screens?

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Does anyone have the throw block disassemble? I want to make a "weight" block that will give Mario ground pound power only when he's holding the block, sort of like the yellow shell with yoshi.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Nevermind. I got it.

I just wish the hearts would stay after I finish the level.

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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