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Posts by LadiesMan217

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Fanatical like a Demon
I want to spawn specific sprites in each phase, I found this code:
Code
JSL $02A9DE
	BMI RETURN 			; If sprite slots are full,
 					; don't generate. After this, the sprite
to generate is in the Y register.
	PHX 				; NOTE: We need to use the X register for the generated sprite.
	TYX 				; So we preserve the current sprites data.
	LDA #$05
	STA $9E,x 			; The sprite number is stored to the custom sprite RAM Address.
					; STA $7FAB9E,y doesn't exist, that's why we transfered X to Y.
	TXY 				; Transfer sprite to spawn back to Y.
	PLX 				; Restore X.
	LDA #$01
	STA $14C8,y 			; Run sprite's INIT code first.
	LDA $E4,x
	STA $00E4,y 			; X position.
	LDA $14E0,x
	STA $14E0,y 			; X position high.
	LDA $D8,x
	STA $00D8,y 			; Y position.
	LDA $14D4,x
	STA $14D4,y 			; Y position high.
	PHX 				; Push current sprite.
	TYX 				; Get sprite to generate into X.
	JSL $07F7D2 			; Reset sprite tables, to generate this one.
	PLX 				; Restore previous sprite.
	RTS


EDIT: Works
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Is the code right, if so, how do I put in in a specific phase in the bowser fight?

EDIT: Works, but it spawns a lot at the same time, how can I make it spawn 1 sprite at a time?
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
I got the second phase going with Magikoopa, except I can't get sprite tool to insert the 1st phase, I want a para bomb to spawn in the 1st phase. Here's what I've got:

2015 EDIT: Code Unavailable

What am I doing wrong?

EDIT: Fixed
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
I just wanted to point out that sprite B5 isn't Bowser's fireball, from what I've heard it's sprite 33 but in a special state. I don't know if you purposely made it show Bowser's Fireball tiles for easy remapping in the Bowser fight, but I was kinda eager to remap Sprite B5's tilemap because I've never known the tile numbers for it's weird animations and I've always wanted to use it in a regular level.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
What's the code to make all sprites on screen disappear in a puff of smoke?

EDIT: Done.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
I'd first like to thank Maxx for tipping me off, thank Ladida for being pretty much THE ONLY(other than Maxx) person to respond to my question. Out of the 235 people who've checked, I would've thought AT LEAST one person to have given their best advice they have to offer. #ab{;_;}
Can someone PLEASE help out, I've done the best with EVERYTHING that I can to the extent of my knowledge. I seriously don't think I can do this on my own, not like the last obstacles I've had. PLEASE!
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by Maxx
So what I would do in this situation is go to the sprites section and find a sprite that has a similar behavior, and look into it.

For instance, a SMB2 pow:
http://www.smwcentral.net/?p=section&a=details&id=3213

In it is this line of code:
jsl $00FA80 ;kill all sprites

so I would assume that same line would help you out as well.

Now that said, it's not a puff of smoke. I'm not sure anyone's ever done that, so you would have to loop through the sprite list yourself and use the "puff of smoke" (not hard to find) routine to delete them. It's more advanced ASM stuff you can probably put off for now.

Thanks!

O_o!
Woah...Did I mention my ASM skill are EXTREMELY limited #ab{^^;;;}(kinda 1st started reading tutorials about a few days ago but hey, we learn through trial & error don't we?). So $00FA80 kills all sprites? If that's the case, then maybe I could somehow run that code at the beginning of his retreating phase that way every sprite can disappear and the fireballs and peach won't disappear bc of tile limit right? I've actually tried to find the code in him bc all sprites disappear after you defeat him, but I don't know where it is exactly in his disassembly...

EDIT: Haven't had luck trying to rip the "kill all sprites" code in the SMB2_Pow.asm, or other bosses that make all sprites disappear once defeated.

EDIT 2: I know how to spawn sprites and custom sprites, but how do you spawn a generator?

Edit 3: Spawned a generator! (Gotta love that RAM map)
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
How do I make the Ceiling Generator affect other sprites and not just Mario, I would love to use this for the Homing Thwomp. Heres the code:
Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sprite code JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                    
                    dcb "INIT"              
                    dcb "MAIN"                                    
                    PHB                     
                    PHK                     
                    PLB                     
                    JSR SPRITE_CODE_START   
                    PLB                     
                    RTL      

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; main sprite code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

SPRITE_CODE_START:
	LDA $97			; mario y (high (next frame))
	BPL CEILING_RETURN	; if not negative, return
	LDY #$00		; load 0 in to Y 
	LDA $19			; powerup
	BEQ CEILING_2		; if small, check for ceiling height as small mario
	LDA $73			; same if ducking
	BNE CEILING_2		; 
	LDY #$01		; otherwise check as big
CEILING_2:
	LDA CEILING_TABLE,y	; if not yet above ceiling threshold...
	CMP $96			; mario y (low)
	BCC CEILING_RETURN	; return
	INC A			; 
	STA $96			; place mario on top of screen
	LDA $7D			; 
	EOR #$FF		; Flip mario y speed
	INC A			;
	CMP #$10		; cap downward speed at 10
	BCC CEILING_1		;
	LDA #$10
CEILING_1:
	STA $7D			; set speed

	LDA #$01		; play "hit head" sound effect
	STA $1DF9		;

CEILING_RETURN:
	RTS			; reutrn

CEILING_TABLE:
	db $E8,$F0		; how high above the screen mario can go for small and big mario

Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
I know this code spawns a generator into effect:
Code
LDA #$01	;Generator type that is currently active. #$01 = Eerie Generator; #$02 = Para Goomba; and so on.
STA $18B9


My next question is, how do I put a custom generator into effect?

Also: I make the fishin' boo go away after the 1st phase, but in the 2nd phase after Bowser drops the Steel Ball, he comes back, and this glitches A LOT of the 2nd phase, not only bc of sprite tile limits, but it also messes his Mechakoopa spawns, sometimes he doesn't throw anything bc of the sprite limit (causing phase 2 to sometimes take a LONG time (we're talking 999+ sec!)). 3rd phase works though.

EDIT: Here's the dropping Steel Ball code:
Code
CODE_03A61D:		
			LDA #$08			;\ set new sprite state
			STA $14D0			;/
			LDA #$A1			;\ set new sprite number (bowling ball)
			STA $A6				;/
			LDA !RAM_SpriteXLo,x		;\ set new sprite x position
			CLC				; |
			ADC #$08			; |
			STA $EC				; |
			LDA !RAM_SpriteXHi,x		; |
			ADC #$00			; |
			STA $14E8			;/
			LDA !RAM_SpriteYLo,x		;\ set new sprite y position
			CLC				; |
			ADC #$40			; |
			STA $E0				; |
			LDA !RAM_SpriteYHi,x		; |
			ADC #$00			; |
			STA $14DC			;/

			PHX				
			LDX #$08			;\ clear sprite table values
			JSL $07F7D2			;/
			PLX				
			RTS				; return


Something in this code spawns the fishin' boo again (least I think).
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Did you check the Blocks section before posting your question? You can always filter the results to what you're looking for. I did my best to search what you wanted but I couldn't find anything similar. You can always check all blocks though...
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Something in the second phase keeps causing the Fishin' Boo to return. If someone can give me the code that can change the fishin' boo's state, I'd be grateful. I've tried loading a value to $14C8 but that crashes the fight bc it kills Bowser too. I don't know how to change fishin' boo to another sprite. (he's the disassembled version)
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
(restricted)
Fanatical like a Demon
Are you talking about the seaweed in the extended objects list? If you are, they use the Ghost House 1 & Ghost House 2 Tilesets. I believe if you want to have compatible Underground BG with seaweed, you must use ExAnimation bc different objects use certain Animations tiles that interfere with each other, such as the lava, water, the seaweed, etc.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
What kind of patches have you patched & at what freespace? Some programs tend to cause these problems too, like at random AddmusicK freezes my game when entering a level from the overworld or exiting a level to the overworld. (OMG! You're the AWESOME creator of Mario & Luigi: Starlight Island Adventure! Pyramid level in World 2 was so confusing I actually had to see an LP on youtube :P)
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
I doubt it's any of the patches you have, but yeah, I'm pretty sure it has to do with AddmusicK considering how much it use to do that to me (I think it has to do with it loading every song to the level specified since all songs are txt, including the original slots). I would highly recommend Lui37's update.

EDIT: Nevermind, Lui37's update crashes my rom, even clean ones...
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
(restricted)
Fanatical like a Demon
I want to place the Homing thwomp in Bowser's 3rd phase but unlike the previous 2 phases, I can't seem to find a place to insert the code. I tried putting this:
Code
Thwomp:
;Spawn a custom sprite.
	LDA $186C,x
	BNE Respawn
	JSL $02A9DE
	BMI Respawn
	TYA
	STA $187B
	LDA #$01				; Sprite state ($14C8,x).
	STA $14C8,y
	LDA #$13	; This the sprite number to spawn.
	PHX
	TYX
	STA $7FAB9E,x
	PLX
	LDA $94,x
	STA $00E4,y
	LDA $95,x
	STA $14E0,y
	LDA $0F,x
	STA $00D8,y
	LDA $14D4,x
	STA $14D4,y
	PHX
	TYX
	JSL $07F7D2
	JSL $0187A7
	LDA #$08
	STA $7FAB10,x
	PLX
Respawn:
	RTS

in multiple spots in here
Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; action 9 - third phase
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

       
DATA_03AB62:		db $10,$F0			; x speed table


CODE_03AB64:		LDA #$01
			STA $18B9
	
			LDA #$03			;\ set Clown Car graphics frame (angry)
			STA $1427			;/
			JSR CODE_03A4FD			; attack if time
			JSR CODE_03A4D2			; set graphics frame
			JSR CODE_03A4ED			; set sprite direction

			LDA !RAM_SpriteSpeedY,x		;\ accelerate downwards
			CLC				; |
			ADC #$07			; |
			STA !RAM_SpriteSpeedY,x		;/
			LDA !RAM_SpriteYLo,x		;\ if Clown Car not low enough (hitting the ground),
			CMP #$64			; |
			BCC Return03AB9E		; |
			LDA !RAM_SpriteYHi,x		; |
			BMI Return03AB9E		;/ branch
			LDA #$64			
			STA !RAM_SpriteYLo,x		
			LDA #$A0			
			STA !RAM_SpriteSpeedY,x		
			LDA #$09			;\ play sound effect
			STA $1DFC			;/
			JSR SUB_HORZ_POS		;\ set sprite speed towards Mario
			LDA DATA_03AB62,y		; |
			STA !RAM_SpriteSpeedX,x		;/
			LDA #$20			;\ set time to shake the ground
			STA !RAM_ShakeGrndTimer		;/

Return03AB9E:		RTS				; return

but the twomp won't appear nor will bowser spawn the mechakoopa's, however, after a LONG time, the thwomp will finally appear, then a dozen more come. What am I doing wrong here. JSRing the code didn't seem to help either.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
I too tried the custom build on a clean rom. After the intro message I get a black screen and can't get onto the map.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
I've got 2 Yoshi's Island songs, the Story Dialog and the Athletic Theme both which are still a work in progress. I ripped the brr sample with Split700 but some samples couldn't be inserted bc of "invalid length" so I replaced some with SMW's samples. Enjoy!

This is a video of one of my levels with Story Dialog song featured in it.

EDIT: Check my latest post, both of these have been updated.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by CrispyYoshi
LadiesMan, are these your first ports? If so, they're rather impressive!

Yep they are #w{=)}. I was searching for the story dialog song but couldn't find one like in YI. So after CONSTANT searching, I finally decided to do it myself with the aid of some rather handy tools (like split700 and nintspc and in saying I probably lost a respect from music porters out there #ab{:S}).
Originally posted by CrispyYoshi
I should say, however, that there is still quite a bit that could still be done with them.

I'm with you all the way! As a music newbie, I've only been at this for 5 months, finished the story dialog in about a week and was so happy, but yeah, my music skills are EXTREMELY limited, if you'd like the txt files, I could pm them to you and check my mistakes.
Originally posted by CrispyYoshi
Some of the octaves at the beginning are inaccurate compared to the original. Make sure that you're declaring the octave at the very beginning of every channel.

I am, but there seems to be a problem in channel 4 where if i Change the octave from 4 to 5 so it can sound correct, the rest of the channel messes up after the high note, so that's I've been keeping it at 4 until I can fix this if ever.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
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