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Posts by HammerBrother

HammerBrother's Profile → Posts

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still not working.

Code
GENERATE_SPRITE     LDA #SOUND_TO_GEN       ; \ play sound effect
                    STA $1DFC               ; /
                    LDA #$01                ; \ set sprite status for new sprite
                    STA $14C8,y             ; /
                    LDA #SPRITE_TO_GEN      ; \ set sprite number for new sprite
                    STA $009E,y             ; /
                    LDA $179B,x             ; \ set x position for new sprite
                    STA $00E4,y             ;  |
                    LDA $17A3,x             ;  |
                    STA $14E0,y             ; /
                    LDA $178B,x             ; \ set y position for new sprite
                    SEC                     ;  | (y position of generator - 1)
                    SBC #$01                ;  |
                    STA $00D8,y             ;  |
                    LDA $1793,x             ;  |
                    SBC #$00                ;  |
                    STA $14D4,y             ; /
                    PHX                     ; \ before: X must have index of sprite being generated
                    TYX                     ;  | routine clears *all* old sprite values...
                    JSL $07F7D2             ;  | ...and loads in new values for the 6 main sprite tables
                    PLX                     ; / 
		    JSL $07F7D2
		    LDA #$09
		    STA $14C8,y

Give thanks to RPG hacker for working on Asar.
I don't know but The BG graphic glitch happen to me when moving my stuff to a new rom, and when re-inserting the (Ex)GFX will fix it.
#lm{insgfx} and #lm{insexgfx}.
I hope this works.
Give thanks to RPG hacker for working on Asar.
Still not working (glitchy shell), but the changes is that, when the glitchy shell is kicked has animation unlike the previous one.
Give thanks to RPG hacker for working on Asar.
Since I'm making a level from scratch, when I use level 1FF set the level FG index to switch palace and so are the sprites and when testing the level out, I get this:

(ignore the unedited text)
I set the "change special message levels" under the overworld option and still not working. The starting level is level 14 and the yellow switch room is room 1FF. Is it hardcoded?
Give thanks to RPG hacker for working on Asar.
You can also make a cutsene level using this sprite and put enemies there, with a teleport timer (making it like TSRPR). At the enemies screen, they are actually sprites, by pressing the "5" on the keyboard on ZSNES makes these enemies disappear. Also you don't need blocks with the sprite GFX.
Give thanks to RPG hacker for working on Asar.
open two LM (one for corrupted rom and a fresh one) use the corrupted and hit CTRL+C and CTRL+V on the fresh one. I did this "copy" tile map on the background and level tiles when making identical levels. It should say "copy tiles to clipboard" on the status bar of LM. Or select vanilla dome and righ-click anywhere to paste it.
Give thanks to RPG hacker for working on Asar.
so, hex edits is the only way to do this?
I disable layer 3 on ZSNES and notice this:

It goes behind layer 3 tiles that are black solid filled panels.
I try disable the "force layer 3 above all layers and sprites (only applicable for tides, mist, and goldfish layers".
Give thanks to RPG hacker for working on Asar.
Originally posted by SomeRandomHacker
I saved, I checked it many times.
The others also dont appear. My switch blocks aren't filled, but I cant press the goddamn switch <_>
no, I didnt use patches or things.


Originally posted by ROM map
070B2 | Change from 1E to 04 to make it possible to trigger already triggered switches, as opposed to them randomly becoming solid for no obvious reason (for map 16 switch palaces).

And use MAP16 tiles of them, so they always appear.
Is that what you are talking about?
Give thanks to RPG hacker for working on Asar.
I figure it out now - the Bottom Status Bar patch hijacks the message box routine and cause the layer 3 priority to stay in front of all sprites and cannot be changed by LM.
Give thanks to RPG hacker for working on Asar.
Is the tile on the bottom-middle of the 8x8 editor (#lm{8x}) window that you can edit the pixels is useless? I try editing that tile and pasteing and refreshing doesn't work. whats that doing there? (the tile right from the "page up", "page down", "pal up", and "pal down".
Give thanks to RPG hacker for working on Asar.
Thanks now i know how to save the gfx. YY-CHR is now optional for those who doesn't use YYchr
Give thanks to RPG hacker for working on Asar.
(restricted)
To some people if they not going to download yychr.
I figure out how to change it.
1)edit
2)f9 to save
3)use #lm{insgfx} or #lm{insexgfx}
pretty cool. If I want to edit without getting through my files on my computer looking for YY-chr.
Give thanks to RPG hacker for working on Asar.
I'm trying to make the air guage behave like in super mario galaxy 1 & 2 making the air guage follow mairo. (like how the flashlight generator work.) Instead of fixed with the player's current screen.

I think its have to do with these ram address:
Code
$7E:0094 ;x position, low byte
$7E:0095 ;high byte
$7E:0096 ;same as above but in y position
$7E:0097

Code
$7E:007E ;x position within borders in current screen
$7E:007F
$7E:0080 ; same as above but y instead of x
$7E:0081

and store those value to sprites.
Give thanks to RPG hacker for working on Asar.
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