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Posts by anonimzwx
anonimzwx's Profile - Posts by anonimzwx
Pages: « 1 2 3 441 42 »
por el momento el hack lleva como 8 niveles terminados, 11 en proceso, el mapa listo, 4 bosses terminados (2 customs + big boo + reznor), y 1 boss en proceso.

Idea del hack: Hacer un kaizo bien echo, con ideas novedosas, buenos graficos y buenas paletas, sin cutoff y con cosas no vista antes en un kaizo.

Restricciones: No requiere uso de glitches, y los niveles no deben ser laargos.

Longitud del hack: 69 niveles.

Encargado del hack: anonimzwx

¿Sera lanzado en smwcentral? si pero primero sera conocido en youtube.

Historia: Bowser logro hacer una estrategia ganadora para combatir a mario y tener el poder completo del mundo, en un encuentro con mario en yoshi island mario salio disparado por los aires y callo sobre una nube, yoshi island quedo devastada por bowser, ahora nuevos peligros debe enfrentar nuestro heroe para combatir la fuerza del cruel demonio bowser.

¿Que hace unico al hack?

pues la idea es que primero sea un kaizo bonito y bien echo, pero eso es insuficiente, la gracia es innovar con ideas nuevas, gimmicks extraños y niveles parodicos, ademas de modalidades de juego nuevas y jefes desafiantes y fuertes (cosa que en los kaizos no se ven mucho).



Para los interesados que tengan ganas de trabajar en este proyecto porfavor contactese conmigo por un PM, lo que mas necesitamos son porters y gente que haga exgfx, y bueno tambien alguien que sepa asm por que soy el unico que trabaja en este hack que sabe y pues me tienen recopado con todo los jefes xD. muchas de las ideas no son explicadas en este tema por que no quiero que se filtren.
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01. Best regular member
02. Best staff member
03. Best general SMW hacker
04. Best kaizo hacker -- worldpeace
05. Best YI hacker
06. Best SM64 hacker
07. Best hacker for other games
08. Best level designer
09. Best ExGFX artist
10. Best Musician -- MaxodeX , MasterLink
11. Most likely to make a CPY of LDY gaga's songs with ASM
12. Best tool programer
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55. Needs to stay away from the WoI
56. Worst IRCer
57. Most likely to revolutionize the ROM hacking field
58. Best SMWCP2 contributor
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hello, I have problems moving the layer 2, the code I'm using is this:

dcb "INIT"

RTL


dcb "MAIN"

PHB
PHK
PLB
JSR SpriteCode
PLB
RTL

;===================================
;Sprite Function
;===================================

RETURN: RTS


SpriteCode:


JSR Graphics

LDA $9D
BNE RETURN

REP #$20

LDA $1466
CLC
SBC #$0002
STA $1466

SEP #$20

RTS

;===================================
;Graphics Code
;===================================

Graphics:

RTS

And this code do nothing.
also use the Ram $1E but crash.

What am I doing wrong?

(google translate xDD).
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it doesn't work =(. its a new rom without patches.
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with level.asm it's works
but when I use it on the screen appears strange line that moves along with the Layer 2.

https://dl.dropboxusercontent.com/s/z23aqmf1yr4rgpn/help.png?token_hash=AAFBpWj3NZvavyKO4wUL6p4ACqeFdWcJA_4mp5v7OnxXLw

also the option only works with none in the h-scroll, which makes the position still on the screen, is there a way to only move to the right in a free?

(google translate, my english is awfull).
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i can do it with a sprite in trasm, this code move the layer 2 as a earie, but its leads to appearance of glitched graphics:

dcb "INIT"

LDA #$00
STA $157C,x ;decide si sube o baja

REP #$20

LDA.w #$0000
STA.w $1923;posicion relativa al layer 1 en X del layer 2 inicia en 0
STA.w $1926;velocidad Y del layer 2 inicia en 0

LDA.w $1462
STA.w $1466;setea la posicion del layer 2 = a la posicion del layer 1

SEP #$20

RTL

;iniciaciones

dcb "MAIN"

PHB ;\
PHK ; | Change the data bank to the one our code is running from.
PLB ; | This is a good practice.
JSR SpriteCode ; | Jump to the sprite's function.
PLB ; | Restore old data bank.
RTL ;/ And return.

;===================================
;Sprite Function
;===================================

RETURN: RTS


SpriteCode:


JSR Graphics

LDA $9D ;\
BNE RETURN ;/ If locked, return.

REP #$20

LDA.w $1923
CLC
ADC.w #$0001
STA.w $1923;le sumo 1 a la posicion relativa en X
LDA.w $1462;pongo en el registro a el valor de la posicion del layer 1
CLC
SBC.w $1923;le sumo la posicion relativa en X
STA.w $1466;le seteo el valor a la posicion absoluta en X

SEP #$20

REP #$20

LDA.w $1926
CMP.w #$0009
BMI seguir1

SEP #$20

LDA #$01
STA $157C,x

REP #$20

seguir1:

REP #$20

LDA.w $1926
CMP.w #$FFF8
BPL seguir2

SEP #$20
STZ $157C,x


seguir2:

SEP #$20
LDA $157C,x
BEQ subir ;si es 0 sube si no baja

LDA $13
AND #$01
BEQ seguir3
JMP movY

seguir3:
REP #$20

LDA.w $1926
CLC
SBC.w #$0001
STA.w $1926

SEP #$20

JMP movY;le resta 1 a la velocidad en Y y salta a movY

subir:

REP #$20

LDA.w $1926
CLC
ADC.w #$0001
STA.w $1926

SEP #$20;le suma 1 a la velocidad en Y

movY:

REP #$20

LDA.w $1468
CLC
ADC.w $1926
STA.w $1468

SEP #$20;le suma la velocidad en Y a la posicion en Y

continuar:

RTS

;aca es un buen lugar para poner las sub rutinas

;===================================
;Graphics Code
;===================================

Graphics:

;inserte rutina grafica aca

RTS



how can i fix them?

Mod edit: Fixed image.
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The problem is this: https://www.youtube.com/watch?v=DL-ZirHQf_o

anyone know how to fix it?
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Nice graphics carld =D
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1)
2)
4)
6)
8)
11)
12)
14)
15) 67650
16)
17) 67731 67638
18)
19)
21)
22) 67648 67742 67683
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I'm working in a gimmick that involves a 32x32 carryable sprite, but when Mario takes it from the right, it appears that he takes it from the middle instead. From the left is fine though, I'm not sure what's going on here.

Here's a video so you can see better what happens:

https://www.youtube.com/watch?v=yKOoE2OsTVk

And here's the code I'm using:

Code
dcb "INIT"
LDA #$09			;\ hace al sprite carryable
STA $14C8,x			;/
STZ $1510,x
LDA #$11
STA $C2,x
RTL

dcb "MAIN"

PHB		;\
PHK		; | Change the data bank to the one our code is running from.
PLB		; | This is a good practice.
JSR SPRITECODE	; | Jump to the sprite's function.
PLB		; | Restore old data bank.
RTL		;/ And RETURN.

;===================================
;Sprite Function
;===================================

RETURN: RTS

SPRITECODE:
	JSR GRAPHICS

	LDA $9D				;\
	BNE RETURN			;/ If locked, RETURN.

	JSR SUB_OFF_SCREEN_X0		; Handle offscreen.
	
	;utilizo para cosas internas
	LDA #$11
	STA $C2,x
	
	LDA $14C8,x			
	CMP #$0B			; | revisa si esta siendo carriado
	BEQ Carriado
	
	;si no es carriado la velocidad es 0
	STZ $B6,x
	LDA $AA,x
	CMP #$80
	BMI continuar

	STZ $AA,x
continuar:	
	JSL $01A7DC
			;\ Are we touching Mario
	BCC seguir
	
	LDA $15 ;vemos si esta apretando X o Y
	AND #$40
	BEQ seguir
	
	LDY #$0B			
CheckCarry:			
	LDA $14C8,y			; | revisamos si no esta tomando ningun otro sprite
	CMP #$0B			; |
	BEQ seguir			; |
	DEY				; |
	BPL CheckCarry
	
	LDA #$0B
	STA $14C8,x
	LDA #$01
	STA $1510,x
	
	
seguir:
	
	RTS
	
Carriado:
	;si es carriado y esta tocando piso la velocidad en y
	;de mario es 0
	
	LDA $13EF
	BEQ seguir
	STZ $7D

	JMP seguir

;continue graphics and not important code...

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I tried, but changing the clipping offset did not work
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this is a easy level of my kaizo hack: SMW Bowser empire

Pacman Loves Puppys

https://www.youtube.com/watch?v=KzIC8ZCiJdI

=).
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I made the gimmick.
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Quote
Holy Jesus, this is epic, anominxwz.
I have some questions about this:

1)What happens if you miss one of puppies?
2)Why don't include bombs?
3)This is a minigame or a boss?
4)How many minigames/gimmicks will you have in your hack?


1) if you miss a puppy, the puppy die on the floor and you can't pass the level because the total number of puppies is 50 and if pacman don't eat 50 puppys the ghost kill you, but it is only because is a kaizo level, it can be regulate on the asm easyly.

2) because I didn't think about it

3) its a minigame or special level.

4) for the moment, 2 custom boss and 1 minigame but in the future will have 20 or more bosses, and 10 or more minigames or special levels.
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Quote
That is a very nice gimmick, but the sound is really annoying. It may be calling back to an 8-bit style with those Pacman stuff, but please don't replicate the annoying con that came with it...


The sound won't be replaced but I will decrease the volume to make it less annoying.
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awesome sprites LX5

I made custom door of yoshi island for the same hack:

video
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I need to know how to change the map16 page of layer 2 depending on a certain RAM address, for example if the address is #$00, the page for layer 2 will be 20, if it's #$01, it will use page 21, and so on. How would I do that? Is it even possible?
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for example

the page 01 of map16 is:



and the page 02 of map16 is:



if the Ram Address is in #$00 all tiles of the layer 2 will be replace for tiles of the page 01 of the map 16.

if the Ram Address is in #$01 all tiles of the layer 2 will be replace for tiles of the page 02 of the map 16.

The tile 100 will be replace for the tile 200
The tile 110 will be replace for the tile 210
and so on.
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can you explain what is the function of the next rams:

$4314 $4311 $2118 $4310
$2116 $4312 $4315 $420B
$2119 $2115

Thanks you for the tutorial.
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thanks wiiqwertyuiop
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Pages: « 1 2 3 441 42 »
anonimzwx's Profile - Posts by anonimzwx

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