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Posts by HammerBrother

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i don't understand the read me modified file

the tool made by imamelia i don't know how to make the offsets run the code(use the code upon contact) i also don't know how to make the block do stuff on the "page5" file
Block50A:
Code
Block50A:

.PlayerBelow
.PlayerAbove
.PlayerSides
.PlayerTopCorner
.PlayerBodyInside
.PlayerHeadInside
.SpriteVert
.SpriteHoriz
.CapeTouch
.FireballTouch
RTS

what code should i put on the offsets?
Give thanks to RPG hacker for working on Asar.
certain 3 lettered codes change
im using from blocktool super deluxe code to manuel inserter

btsd > manuel
RTL > RTS
BNE > ???
BMI > ???

MarioAbove >.PlayerAbove
marioBelow >.PlayerBelow
MarioSide >.PlayerSides
touchingtopcorner >.PlayerTopCorner
mariobody >.PlayerBodyInside
mario head inside >.PlayerHeadInside
spriteV >.SpriteVert
spriteH >.SpriteHoriz
cape >.CapeTouch

example i used the on/off solid blocks that is asm and converted to Manuel inserter and it work

the one block.. here made by Fierce Deity Manuz OW Hacker, i can't use the block, i change the orter in the block file and the cbptrs.txt and it says that offsets are missing.
dw Block502_SpriteVert
cbptrs
Code
dw Block502_SpriteVert
dw Block502_SpriteHoriz
dw Block502_PlayerSides
dw Block502_PlayerAbove
dw Block502_PlayerBelow
dw Block502_PlayerTopCorner
dw Block502_PlayerBodyInside
dw Block502_PlayerHeadInside
dw Block502_CapeTouch
dw Block502_FireballTouch


block for map16
Code
Block502:

.SpriteVert
.SpriteHoriz
	LDA $B6,x
	BMI Solid	; If sprite is coming from right to left, act like 130
	RTS
.PlayerSides
	LDA $77
	AND #$01
	BNE Return
	AND #$04
	BNE Check
	LDA $9A
	AND #$08
	BNE Check
	
	
Check:	LDA $76
	BNE Return
Solid:
	
	LDY #$01
	LDA #$30
	STA $1693
	

.PlayerAbove
.PlayerBelow
.PlayerTopCorner
.PlayerBodyInside
.PlayerHeadInside
.CapeTouch
.FireballTouch
RTS

Give thanks to RPG hacker for working on Asar.
i need help how to in insert them on the layer 3 status bar can anyone help me im using a custom boss.by the way here is the layer 3 tilemap
made by sonikku

in brutal mario the tiles turn from tile FD(blue square) into tile FC (blank tile)that happens when the boss is hit, i know that asm uses the tilemap animation for that

does it need a levelASM or sprite ASM?
Give thanks to RPG hacker for working on Asar.
no i just want to know how to make hp bar appear and the code
Give thanks to RPG hacker for working on Asar.
so its only the graphics rotune

by the way i wanna know how to positioning it..
Give thanks to RPG hacker for working on Asar.
i don't understand why the program can't insert if there is return with a number on it like "return1:" what should i convert it to? like its "branch tool long"
Give thanks to RPG hacker for working on Asar.
should i change return into RTL?
Give thanks to RPG hacker for working on Asar.
normal ASM
Code
playerSide:
	LDA $9A		;\
	AND #$08	;| Check If Mario is on the Left Side
	BNE Return1	;/
	LDA $7B		;\ If Mario's Speed is in the range
	BMI Return1	;/ of 80-FF (Going Left), Return
	RTL
Return1:
	LDA #$25
	STA $1693
	LDY #$00
Return:
	RTL

[return1:] to [return1.] and return: to return.
sorry about deleting the return i thouth it can't interact the asm that way

Give thanks to RPG hacker for working on Asar.
like the 10 offsets i will give a try..
the Right only didn't work
Code
Block503:

.PlayerBelow
.PlayerAbove
.PlayerSides
.PlayerTopCorner
.PlayerBodyInside
.PlayerHeadInside
.SpriteVert
.SpriteHoriz
.CapeTouch
.FireballTouch
	LDA $9A		
	AND #$08	
	BNE Right	
	BRA Return1
.Right
	LDA $7B		
	BPL Return1	
	RTS
.Return1
	LDA #$25
	STA $1693
	LDY #$00
.Return
	RTS

i tried deleating that(the blue text) but the block didn't work, what should i convert it to?
.BNE Right?
.BRA RETURN1?
.BPL Return?
Give thanks to RPG hacker for working on Asar.
and
BRA return1 to BRA .return1
BPL return1 to BPL .return1
so all label name begins with a period and no colon
like

.[name]
[3 letter code] .[name]

i will try this later

can it work in ALL asm blocks?

Give thanks to RPG hacker for working on Asar.
im using "ropes" and i tried using PassableFromBottom.asm
im making a custom ledge. and i want it to be only solid to all sides to sprite and 1 way for mario.
i wasn't ready to code to make all solid for sprite yet.

the problem is that its solid on the offsets .playerabove .playersides .playerbelow. this is what it look like when i check on the asm
Block511:

Code
.PlayerAbove
.PlayerTopCorner
	JMP .Solid

.SpriteVert
	LDA $AA,x
	BMI .Return

.Solid
	LDY #$01
	LDA #$30 ; solid from above
	STA $1693
	.LeftSide
	RTS
.PlayerBelow
.PlayerSides
.SpriteHoriz
.CapeTouch
.FireBallTouch
.Return
.PlayerBodyInside
.PlayerHeadInside
RTS

when testing the blocks - highlighted in yellow means that the offset is activated. red ones mean that they're not running the code when they suppose to. can anyone help?
the RTS ending code suppose to stop adding more code to the above section to the ASM.
Give thanks to RPG hacker for working on Asar.
i did that. and the cbptrs match the asm file
cbptrs.asm
Code
dw Block511_PlayerAbove
dw Block511_PlayerTopCorner
dw Block511_SpriteVert
dw Block511_PlayerBelow
dw Block511_PlayerSides
dw Block511_SpriteHoriz
dw Block511_CapeTouch
dw Block511_FireBallTouch
dw Block511_PlayerBodyInside
dw Block511_PlayerHeadInside

Give thanks to RPG hacker for working on Asar.
i though that you can change the order when you change the asm file so that the ALL offsets cbptrs and page 5 MATCH in order the offsets to work(if mismatch the program doesn't report errors but the offset operate wrong) i did this on the custom trigger blocks switch.
and it works perfectly.
if i didn't change the order(in cbptrs.asm), the blocks doesn't work, instead it runs on the wrong offset



by the way is it because i added a new offset of a new block?
the last one is block 520 and copy the map16 asm and renamed block520 and added its offset on cbptrs and no errors reported


Originally posted by readme (modified)
You can even put the labels out of order if you need to (such as putting the .PlayerFireball label first), as long as the pointers are all in the right order (which they should be, unless you changed cbptrs.asm).

green is saying that the pointer and the page5 must match the order (starts as cape on cbptrs, starts as cape in page5)
Give thanks to RPG hacker for working on Asar.
(restricted)
thats probity because it reset the timer before it runs out... i think.
this happen to super mario galaxy 2

Give thanks to RPG hacker for working on Asar.
(restricted)
(restricted)
i use the manuel inserter in my hack but when i use the tile
0x610 - 0x6ff are the blocks crash your game regardless the tile act like. not a big deal use other blocks on the next page but the main bug is the graphics,

the worst:
it horribly glitched up the SP4 graphics in some of the levels (example level C0) - wigglar, lakitu, pipe cap, enemies in bubble etc. in lunar magic the graphics change when loading a level and come back to it without using yychr or changing the graphics index or the exgfx

swiching to different level number CHANGES the SP4 graphics of level that you are going to. try using page up/down.
there is also a "garbage" in 8x8 tile 480, 481, and 482
look at this

the unedited level C0 not just that level, it happens to SOME levels

Give thanks to RPG hacker for working on Asar.
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