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Posts by S.L
S.L's Profile - Posts by S.L
Pages: « 1 2 3 4 5 6 7 »
Great thanks !
And also :
1. if it is possible, how should I do ?
2. So I'm waiting for a kind person to link this patch.

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So...
1. Ok, I think I'm going to give up this idea...
2. Thank you ! But the springboard was just I wanted to use ! HAHAHA
*both laughing and crying*

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I always wanted to know : Why there are paths on the original SMW that don't appear in LM ? (I'm just talking about the one in Forest of illusion and the two in Choco island)

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eh... I've another question about sprites :
Is sprite status of Yoshi equal to #$08 ?
And also :
Is it possible to replace a original sprite, like the poison mushroom in spritetool ? I know there is something about "sprite acts like" detailed in the readme of spritetool, but...

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How can I disable them ?

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Originally posted by Shinnok
Assuming you know to change these values on a hex editor

Yes I know do it.

Thank you !

Originally posted by Shinnok
Hope that helps.

Of course ! ^^

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Well, if you want to make it more "illusion" or "mystical", yes, the first is better.

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But... It should start today or it is just me ?...

Originally posted by The Heavenly Haunter
If anyone is curious, the next contest will be a "Create the Scariest Ghost House Level" contest, starting on the 8th and running for 12 days



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Originally posted by The Heavenly Haunter
Hey guys. I know this might come as a shock to you, but there are 24 hours in a day.

Technically there are 23 hours 56 min and 4s... :P


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I really like your BG :)

Too bad, I will not enter the contest, I have had recently a lot of .... eh ... "to do" ? well, I have great ideas, but it seems to be impossible to make my level in two days. :'/

Good luck to the others.

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Ah ! ça y est, tu as posté ton hack dg ? tu as calmé ta soif de post ?
Bon je vais essayer d'y jouer si j'ai le temps ^^
Mais c'est petit comme message par rapport à ce que tu nous as bassiné sur lunariville ;) je plaisante.

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OK dg, but when I posted you hadn't edited yet !

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Mmm... En anglais... bon.
Well done for your sky-time level, it's nice, but have you think at a single level without pipes ? I mean, I can help you (I think) to delete the pipes and makes it look like the first level of brutal mario.
En français : As-tu pensé à faire un niveau dont les palettes changeraient en fonction de l'avancée de Mario ? un peu comme le premier niveau de brutal mario... Je pense que je pourrai t'aider à le faire avec un peu d'ASM. Ca rendrait peut-être mieux, non ?
C'est à toi de voir.

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Oh my god, you're a god !
This code help me a lot, thank you !
:)

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@Jimmy52905 : the block you created... I already made it for my hack. It's nice you submited it. I also found this bug and used the same method to prevent it. But there is another bug : when you pass the block, the screen is slightly moved. However, this doesn't appear when you force the player to go back in the level ; I mean if he is going back in the level and touch this block, we can't see any difference.


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I found this by watching an IRC discussion.

Nose : I ound this topic by watchig an IRC disussion.

....
Maybe I have a too big nose XD
By the way, my keyboard stinck, I haven't realized it <_<
Edit : oops I haven't seen I added a word...

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I love you <3

I've never learned so much in one day! And it's when I wanted to do hdma.
Very helpful, thanks. :)

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One question:
Code
LDA #$3F ; enable color math on everything 
STA $40 
LDA #$02 ; use background color instead of subscreen layers 
STA $44 
LDA #$1F ; Put all layers on the main screen 
STA $212C 
LDA #$00 ; No layers on subscreen 
STA $212D


2130 wb+++- CGWSEL - Color Addition Select
ccmm--sd
s = Add subscreen (instead of fixed color)

Why LDA #$02 STA $44 will make use BG color instead of subscreen layers if regs.txt says s = subscreen instead of BG color ?

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There are some bugs I found when I make a gradient effect affecting other layers :
- when there are too many sprites, flash color appears ;
- the gradient appears on the game over screen :/

Any way to fix them ?

EDIT : error #2:
'...not the one at $7FA000...' (indirect hdma)
'!FREERAM = $7FA100'


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I wonder how I could have got a such screenshot, because it appears for one frame, but then here it is:



The gradient is supposed to be like this:



(by the way, it appears at the end too, so it may be cool to get rid of it when 'course clear' :) )

Another glitch: completely screwed up level exit:



The code :
Code
REP #$20 ; 16 bit A 
LDA #$3200 ; $43X0 = 00 
STA $4330 ; $43x1 = 32 
LDA #LVL1RED ; get pointer to red color table 
STA $4332 ; store it to low and high byte pointer 
PHK ; get bank 
PLY ; 
STY $4334 ; store to bank pointer byte 
SEP #$20
LDA #$08 ; Enable HDMA on channels 3 4 and 5 
TSB $0D9F ; 
LDA #$3F ; enable color math on everything 
STA $40 
LDA #$00 ; use background color instead of subscreen layers 
STA $44 
LDA #$1F ; Put all layers on the main screen 
STA $212C 
LDA #$00 ; No layers on subscreen 
STA $212D
RTS ; return 
db $2D,$00 
db $80,$00 
db $03,$20
db $03,$22
db $03,$23
db $03,$25
db $03,$26
db $03,$28
db $03,$29
db $03,$2B
db $03,$2D
db $03,$2E
db $03,$30
db $03,$31
db $03,$33
db $03,$34
db $03,$36
db $00


Oh and I'm happy, I've finally succeeded to make this V-Scroll effect, the desert effect :D

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Pages: « 1 2 3 4 5 6 7 »
S.L's Profile - Posts by S.L

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