Posts by 1524 | |||
|
|||
|
|||
1524 Posts: 821/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
Yeah. I need to rename it, I suppose. It also lets you jump in water. I hijacked the water physics routine so Mario doesn't swim, but moves slowly and jumps higher. With the (Space Jump) you can roam freely in water as if it were air, just like in Metroid.
The door is actually a pretty simple sprite. One shot (or five, for red doors) sets a timer to decrease, which changes the GFX along with it, and when it reaches 1, it zeros the status so it disappears. I was going to use the Fireball Hit routine, but there is a bug with it that when you shoot something once, it increases the hit counter ($1528,x) each frame. So instead, I set $1528,x to #$FF in the init routine then I decreased it again in my hit routine, so the sprite wouldn't die when hit with a fireball. At the same time, it INCs $C2,x, which is the HP for opening the door. This is a roundabout way of having fire HP. Kind of inefficient on paper, but it works fine in game. The bombs are set to INC $1528,y for this sprite and another which I use for secret explodable passages. -------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
1524 Posts: 822/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
Everything important is commented on in the ASM file to the left of the code. If you want to change something, just read the comments and find what you want to change and change it.
-------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
1524 Posts: 823/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
Possibly. I tried setting the fire HP to something below #$FF (like #$F0) to see if it would count up from there, but after one hit, it rolls over to #$FF automatically. So, if you have five fireballs to kill checked, it would take 6 fireballs by setting the fire HP ($1528,x) to #$FF in the init, unless you do what I did with the door and use another sprite table RAM for HP instead.
Here are some snippets of code from the door sprite (I added comments so you know what's going on). Try it out in some other sprites and see if it works. Fire kill must be enabled, as well as 5 fireballs to kill. In the init routine, we use this. Code dcb "init" LDA #$FF ;set fire hit count to #$FF STA $1528,x RTL Somewhere in between, we have the code to tell it how many hitpoints before the code jumps to kill, or whatever you want to make it do. I'm using $C2,x, but you can use any of the sprite tables that count only one frame at a time, like $1534,x. Code LDA $C2,x ;if HP scratch RAM CMP #$05 ;is five BEQ startkill ;jump to the kill routine This is the actual fire hit code. Make sure this comes after the HP check to kill code. Code LDA $1528,x ;if fire hit CMP #$00 ;is zero. BEQ DOINC ;then go to increase code LDA $1528,x ;if it's #$FF CMP #$FF ;Don't increase other RAM BEQ NOINC DOINC ;INC codes INC $C2,x ;Increase C2,x (We're using this for HP LDA #$FF ;and reset fire hit RAM to #$FF so we can use STA $1528,x ;it again on next hit. NOINC ;continue with code... ... RTS After that, put your kill routine in, or you can even make it do something else if you want to. -------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
1524 Posts: 824/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
Yipee!
We can has trofees? I still haven't gotten any trophies for C3 yet? -------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
1524 Posts: 825/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
The blocked status uses bits. Try this.
Code LDA $77 ;If blocked status AND #$01 ;is right BNE DORIGHT LDA $77 ;If blocked status AND #$02 ;is left BNE DOLEFT RTL -------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
1524 Posts: 826/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
You might try using Mario's speed, then.
LDA $7B BMI DOLEFT LDA $7B BPL DORIGHT RTL -------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
1524 Posts: 827/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
Yeah. If he's jumping straight up, it might pose an issue. You could also use controller bits in that instance. If in the air and pressing right, do right, if in the air and pressing left, do left. I'm just throwing options out there.
-------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
1524 Posts: 828/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
Wall Jump depending on powerup status.
Wall Jump for Luigi only. (Or could be set to Mario, but since Luigi is the one who jumps high...) Wall Jump after (Yellow,Green,Blue or Red) Switch is activated. They could use the specified color in map16 for a nice touch. -------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
1524 Posts: 829/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
Dude! Two year bump?? Seriously!
-------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
1524 Posts: 830/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
Nicely done! I like the Y register trick.
-------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
1524 Posts: 831/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
5C8E - #$18 is the current pose for in air fireball shooting, which is swimming frame 3. This is what you would change. Use the Mario Poses file from the document section to pick a new one.
(goes to add to ROM map) -------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
1524 Posts: 832/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
Ah! I see. I read the log wrong. Be right back.
[edit] Ok. Try 517B. It's currently 16, which is swimming pose 1. -------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
1524 Posts: 833/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
I hijack the hurt routine in the patch, so you'd have to create a table and routine in another patch and JSL to it in the hurt code that's in the health patch. It would take a lot of work that I don't feel like getting drowned in at the moment, but it would be possible.
-------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
1524 Posts: 834/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
Here is a version of the Chomp Shark that eats only Turnblocks and Throwblocks. It also shatters them.
-------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
(restricted) | |||
(restricted) | |||
1524 Posts: 837/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
Actually, you can change it with a simple xkas patch. Use This Status Bar Tilemap to select tiles where the STA lines are.
Code lorom header org $8E6F ; Time LDA $0F31 ; single digits STA $0F0C ; store single digits on this tile LDA $0F32 ; tens STA $0F0D ; store tens on this tile LDA $0F33 ; hundreds STA $0F0E ; show hundreds on this tile Or you could just move it with the status bar tilemap editor. It's way easier. -------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
1524 Posts: 838/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
I played it last night. It's quite nice. The controls are a little touchy, but other than that, it's well done. I like the Mew teleport effect when running fast.
-------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
(restricted) | |||
1524 Posts: 840/860 Since: Location: US of A Last seen: 13 years, 2 months and 7 days ago |
I would like to see this applied to the Mario graphics page. It would be cool to have different player graphics in a level if so desired. I saw it done in a Japanese hack, but I have no idea how they did it.
-------------------- I've removed my NoFades patch until I can find the brightness code for Star Road warps. |
||
|
|||
|