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Posts by Link13
Link13's Profile - Posts by Link13
Pages: « 1 230 31 32 33 »
That you can make Layer 3 cover over all Layers for custom Layer 3? I know it does for Tide, fish, and mist. I don't know for custom. Custom also means the unused cage.

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Originally posted by MSAhm3d59113
I assume you are using Terra Stripe.

Indubitably, I am.
Originally posted by MSAhm3d59113
; try setting priority for all the tiles, by going to Edit -> Change Priority and set the whole image to high priority.

I did that, it worked. But not the way I wanted.
This:

to
This:

Edit: I got it working. So, close this thread please. Or trash it.

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What do you guys think of this.
"Img"
I made this last night, in 3 hours. I'm not finished with it yet. It currently has bad BG. Comments?

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My favorite band is AC/DC. The original singer was a legend. But, he died. R.I.P. :(

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This is one of the greatest shows, I have to say. But, I still want to know why Penn was changed to Finn and when did Rainicorn speak Japanese, I thought it was just babbles of O's? I like the voice actors/actresses of the show. Hynden Walch - Bubble Gum Princess, which also voice acts Starfire from Teen Titans. John DiMaggio - Jake the dog, also Bender from Futurama.

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I remember downloading Romi's sprites. One sprite specifically was called Flurry from SMB2. When Romi's sprites were submitted onto the Central, it wasn't in their. So, here is my question. Does anybody know what happened to the sprite?
(restricted)
Whenever I insert it, it gives me the error message that I should aboard this sprite or ignore the problem. Can a guy with ASM knowledge help me fix this?
Oh, here.
Temp
Tempasm

Nevermind, I re-downloaded the sprite here. It works fine. Sorry for the pointless thread making. :/
Yeah, I figured. I deleted it because I thought it was to delete the splash. But it gave me an error. So, I looked into the sprite.asm and it turns out, the splash routine was above that line. heh. Thanks for the help K3fka.

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Code
TILE_AND_PROP	= $0360		;Property / Tile

Edit the "60" in $0360. The "03" is the property of the tile, which is the GFX page set and palette set.
Code
00,01 Pal-8 Page 1/Page 2
02,03 Pal-9 Page 1/Page 2
04,05 Pal-A Page 1/Page 2
06,07 Pal-B Page 1/Page 2
08,09 Pal-C Page 1/Page 2
0A,0B Pal-D Page 1/Page 2
0C,0D Pal-E Page 1/Page 2
0E,0F Pal-F Page 1/Page 2
Ok. My problem is when I patched the rom with the HDMA code in 2 levels, it gave me an error message in Xkas Gui. It worked fine, before I had 2 HDMA tables set up on 2 different levels.
Here's the code:
Code
level104:
	REP #$20
	LDA $1A
	STA $22
	SEP #$20
	LDA #$11 ;\ Layer 1 & Sprites
	STA $212C ;| are on main screen
	LDA #$06 ;| Layer 2 & 3
	STA $212D ;| are on sub screen
	REP #$20
	LDA $1E
	LSR
	LSR
	STA $22
	SEP #$20

REP #$20
LDA #$3200
STA $4330
LDA #RedColour
STA $4332
PHK
PLY
STY $4334
LDA #$3200
STA $4340
LDA #GreenColour
STA $4342
PHK
PLY
STY $4344
LDA #$3200
STA $4350
LDA #BlueColour
STA $4352
PHK
PLY
STY $4354
SEP #$20
LDA #$38
TSB $0D9F
RTS

RedColour:
db $xx,$xx

GreenColour:
db $xx,$xx

BlueColour:
db $xx,$xx
	RTS
level106:
	REP #$20
	LDA $1A
	STA $22
	SEP #$20
	LDA #$11 ;\ Layer 1 & Sprites
	STA $212C ;| are on main screen
	LDA #$06 ;| Layer 2 & 3
	STA $212D ;| are on sub screen
	REP #$20
	LDA $1E
	LSR
	LSR
	STA $22
	SEP #$20

REP #$20
LDA #$3200
STA $4330
LDA #RedColour
STA $4332
PHK
PLY
STY $4334
LDA #$3200
STA $4340
LDA #GreenColour
STA $4342
PHK
PLY
STY $4344
LDA #$3200
STA $4350
LDA #BlueColour
STA $4352
PHK
PLY
STY $4354
SEP #$20
LDA #$38
TSB $0D9F
RTS

RedColour:
db $xx,$xx

GreenColour:
db $xx,$xx

BlueColour:
db $xx,$xx
	RTS

And I got the code from Roy. The x's are not needed but I know the colors are not the problem.

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Originally posted by Ice Man
I'm not sure if this will work, but it should:
Code
HDMA and Layer 3 junk

Replace the XX with the scanline and color.

I replaced the old code with the new one. It works! :D
Originally posted by Ice Man
What I found were labels being duplicated. Not a problem, but most likely will end up with the wrong gradient. :P

It's fine with me. :/
Originally posted by Ice Man
Also, I've shortened your code and assuming you'd want layer 3 H/V scroll, I've fixed that for you, too.

Well, instead of giving me H-scroll, it changed the Y position of Layer 3. I'm currently messing with the code on getting both to work fine. Thanks for the help Ice Man
Originally posted by Ice Man
And, the RTS after a table are not needed.

Got it.
Go to the Rom Map Section. Press Ctrl+F and Type in "Valley of Bowser." Scroll down to what might help your problem. Use This tool or This tool to edit the Rom address.
I'm going to add some important details that would help.
In HxD:
Go to View>Adapt to Width (shrink the width of the window to see every single address.)
A: In HxD, go to Search>Go To>Type Address
In Translhextion:
You can do the same thing as HxD minus the "View" part.
A2: In Transl, go to Offset>Jump to...> type x(address).

Edit: I prefer HxD over Transl
----------->"""""'View this Image'"""""<--------------
This is the most newbish I can get.




~READ AFTER VIEWING IMAGE!~





Change the 3 offsets, 9D and the other 2, to "EA". So you have EA 3 in a row.

Now go down to Address 27954, 4 buttons down. And change that offset to "80." Got it?
Edit: More emphasis on image.
1. GFX2C and 2D
2. You can, but to my knowledge it's semi-difficult. And I know you can't use custom palettes on the level/intro/cutscene. The level address doesn't matter, I think. There's this patch in the patch section that changes the level's numbers of the intro's.

"Entrance Edit"
Download

Originally posted by Fakescaper
This patch allows you to replace the "No Yoshi" entrance on a per level basis. More info included in the readme.

This patch is NOT by me, only the data.asm file is.
Origional Patch (Data.bin version, which requires hex editing.)


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I had this idea when I went to sleep last night. And I wanted to see if it would work. It did, but had some problems. Like, disabling other sound effects. I added this code:
Code
        LDA #$2C                ; Play sound effect 
        STA $1DF9

After this, "HandleStunnd."
It seem to disable Sound effects while the sprite is on screen. I don't know how to fix it. Am I missing something? Also, here's a Video for reference.
And here's the sprite code (Shy Guy):

http://pastebin.com/3L6ahdNj

Thanks in Advanced.

yczedit: when it comes to posting huge blocks of code, pastebin is your friend
Edit: I desperately need help on this.
In other words...
Code
HandleStunnd:
	LDA #$2C                ; Play sound effect 
        STA $1DF9
	LDA $167A,x		; Set to interact with Mario
	AND #$7F
	STA $167A,x

	LDY $15EA,X		; Replace Goomba's tile
	PHX
	LDX Tilemap
	LDA $302,Y
	CMP #$A8
	BEQ SetTile
	LDX Tilemap+1
This code is messing with the star sounds code. Understand?
The Simpsons is a great show. I grew up watching it with my family. My older sister is the same age as the show. I never seen the very first episode, yet. I haven't got around on watching the entire series but it's great to watch when you can't find anything else on. :P

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I need to update all my friend codes. But at the moment, this is what I can come up with.
Here is my 3ds FC:
3480-2890-4255

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Pages: « 1 230 31 32 33 »
Link13's Profile - Posts by Link13

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