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Posts by MarioFanGamer

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The code does clear the cape flight timer but only when switching from Fire Mario to small Mario. You thus want to put the code before the powerup check (which, btw, should also be done for STZ !timerfreeRAM to avoid redundant code).

That, and also clear $1407 as mentioned above.
The code to check for the extra bit
Code
	LDA !extra_bits,x
	AND #$04
	BNE extra_bit_set
; extra bit clear

extra_bit_set:
;extra bit set


The code to trigger the goal scene is the following:
Code
	LDA #$00	; Exit type
	STA $141C|!addr	;
	LDA #$0B	; Music (needs to be changed if using AMK)
	STA $1DFB|!addr	;
	LDA #$FF	;
	STA $0DDA|!addr	; Music thing
	STA $1493|!addr	; Level-end timer
	STZ $1490|!addr	; Disable star timer
	LDA #$FF	; Boss goal sequence (prevents auto-walk)
	STA $13C6|!addr	;


If you want to teleport, you simply have to call this code:
Code
	INC $141A	; Increment rooms change counter
	LDA #$0F	; Load new sublevel
	STA $0100|!addr	;

Keep in mind that this uses the current screen exit. If you want to set it independently of it, make sure you modify $19B8 and $19D8, though since this is within a dedicated arena, you can easily set the screen exit yourself within the level.
So, is this slot game actually official i.e. legal gambling? Just asking, considering the drama what happen last time.
Small bug report: During some debugging with the VLDC12 compilation, I noticed that when the midway point redirect is enabled on the title screen level, it may randomly (or consistently or not at all, depending on the emulator) load the level it redirects to instead of the title screen level itself. While it doesn't need to be fixed, it still is a bug which warrants a warning message should a level designer accidentally have it enabled.
Tag (em) was not closed.
Tag (em) was not closed.
Originally posted by FuSoYa
So likely either something has corrupted RAM, and/or you have a third party patch messing around with things.

Right, I remember now. Yes, it's caused by a third-party patch (in this case, my implementation for more overworld levels) where the level tables is only initialised at starting from a new file, not at bootup. I'll put that information to the readme of my patch.
That one is very easy for me to do, claiming.
Yes and no, music and graphics are ordered as normal but with ASM, the games' titles don't have to be specified which can make finding some games a bit difficult (e.g. all the SML sprites were put in the same game, now you have to search by their actual but obscure names instead).
My favourite part about this year's slot game is how the values get so inflated very quickly. Of course, it did result in a lot of inbalance (considering that Noi and bebn's coins had to be expressed scientifically) but because of the meme factor, it nonetheless was one of SMWC's best minigames.

Originally posted by Tahixham
I deny having anything to do with this game. Everything above is faked. This was systems own doing.

Hm... are you Mr. Witchy then?
If you want Cut Man to show the jumping frame, one way to do so is to check whether Cut Man is in air.

Knockback could be its own animation or a timer which overwrites the current action, either of them can be used to handle the animation.

If you want to make Cut Man hurt Mario when he has the scissors, simply modify mario_win to check for !hasami_flag,x and get the code which acts like Cut Man is a spiked enemy.
(restricted)
Chill out.

Does the sprite appear just as fine in-game? The idea is that what is displayed in Lunar Magic doesn't mean it also applies for the ROM.
I assume that one is less because you used a Japanese ROM and more because of header schenanigans. Especially in the older days, SNES ROMs came with a 0x200 byte header but newer ones don't and there is an inofficial standard that a SMC file denotes a headered SNES ROM and SFC and unheadered ROM. This is a problem because Asar checks for the extension to see whether the ROM has got a header or not while Lunar Magic always assume a header and anytime it doesn't detect one, it silently adds it to the ROM regardless of the extension i.e. you get a SFC file with a header which confuses Asar.

The solution is simple: If the file and with SFC, make sure you change it to SMC.
Originally posted by Gulaschko
One of the most hilarious Threads I have seen. Anyways, if you try to display the custom sprites on Lunar Magic, here is a tool just for that : Tool

That only works for Sprite Tool, though, and thus is not recommend to use it.
That one can't be done with UberASM (message ID is set within the main code) so you have to use a patch or custom sprite instead. I can claim that if you're fine with the alternative options.
Quote
That one can't be done with UberASM (message ID is set within the main code) so you have to use a patch or custom sprite instead. I can claim that if you're fine with the alternative options.

Attention, there has been a change in an event, the message should now read like the following:

Quote
The request has now been finished. You can download it from here
Ther is another reason: Graphics can be copied 1 to 1, music data is more or less universal and can be ported to a different engine but code can only rarely be ported due to fundamental differences with the engines.
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