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Posts by lolcats439
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Originally posted by Iceyoshi
Notice the Pass 1, 2 and 3. Mainly, we refer to Pass 3 for errors.

As you can see, Pass 3 says this:
"Error in 8.1/7: Symbol does not exist"

The bolded number, 7, is the line number the error is on. What we need to do is go to that line number in our .ASM file and fix it.


This is the most awesome tutorial ever. One question though, what is the number 8.1 for in the error?
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/nlCIUI9vCHg&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/nlCIUI9vCHg&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
Why do you need to expand the ROM for an IPS of Demo World to work? Does it not work to just create an IPS of the Demo World ROM against a regular SMW ROM? I tried that once and it works just fine.
The deadline is tonight at midnight, local european time (GMT?), so submit your pumpkins today!
Did you right click on the tile you edit to paste the edited tile in place?
This has happened to me before and I know why. Do you have Translhextion open with your ROM while saving it in Lunar Magic or editing it with another program? There's nothing wrong with that, except that Translhextion will not show the new changes automatically, it will still have the old version of the ROM displayed, so if you don't reopen the ROM in Translhextion before making a hex edit then saving, it will overwrite the changes made by Lunar Magic.
You can also make functional elevated ledges in an RPG Overworld. Just copy an empty level tile that's already set up, change it's level number to an unused one (since level tile settings are per level number), and disable the directions that you shouldn't logically go in (off/through ledges, etc, except if there's no level tile in that direction). For my overworld, I use 9 different level numbers for level tiles with different enabled directions (some star road levels are overridden):

0 = all directions enabled
132 = up, down, right
133 = up, right
134 = up, left, right
135 = up, left
136 = up, down, left
139 = down, left
13A = down, left, right
13B = down, right

Here's a base RPG Overworld hack I just made with some ledges set up with the right level tiles, and with the RPG Overworld patch applied. Also, Palette 6, color 7 of the Overworld palette is changed to rgb 64, 208, 32 to make the ledges look right.

It's also possible to place level tiles in Layer 1 events, so you can have unlockable paths this way. You can't edit their settings directly when placed in a Layer 1 event, but they will have the same directions enabled as the level number of the tile you copied/pasted.
Another problem with my layer 2 boss. Is there a way to flip Layer 2 horizontally? I'm guessing not, so what I'm doing is I have an x-flipped version of my boss on the next screen on Layer 2, and I flip it by setting the Layer 2 hi byte ($1467) to 1 to face right, or 0 to face left. I set this byte every time the boss hits the ground. It flips ok, but after flipping twice (facing right, then left again) large parts of it disappear. The blocks are still there and are solid, but only the tiles in the rightmost column are visible. However, once it faces right again, it is normal. Here's some screenshots (glitched graphics are on purpose to avoid spoilers):

Facing left initially:


Facing right:


Facing left again:


What is causing this, an how do I fix it?
Thanks, I didn't know that EOR flips a byte from 0 to 1 and vice versa, which is cool, but the boss flips to face the player depending on which side of it you are on. I just tried EORing it anyway, and it flips it back and forth every time it lands, but tiles still disappear when it faces left. This is the routine with the flipping code fwiw:

Code
;When hit ground, stop and trigger earthquake and stun Mario
Earthquake:
LDA #EarthquakeTime  ;\ make an earthquake
STA ShakeTimer       ;|
LDA #$09             ;|
STA PlaySound        ;/
INC BossStatus       ;\ Increment Status to 2
JSR BossPosition     ;| Get boss Position relative to Layer 1
CMP MarioX           ;| If A is less than MarioX, Mario is to the left of the boss, else he's right of it
BCS FaceLeft         ;/
LDA #$01             ;\ Make boss face right
BRA Earthquake1      ;|
FaceLeft:            ;|
LDA #$00             ;/ Make boss face left
Earthquake1:
STA Layer2XHi        ;\ Store the direction boss should face
STZ TimerStatus      ;/ and set TimerStatus to 0
LDA $77              ;\ If Mario is on the ground
AND #$04             ;| stun mario from the earthquake
BEQ EarthquakeReturn ;|
LDA #EarthquakeTime  ;|
STA StunTimer        ;|
EarthquakeReturn:    ;|
RTS                  ;/


Edit: I'll try using a vertical level.

Edit: A vertical seems to be working. It isn't completely set up yet, but I can see the boss moving, and it looks normal no matter what direction it faces. Thanks! Edit: boss fight ported completely to a vertical level.
Originally posted by pieguy1372
Looks nice, and it looks like it will make inserting xkas patches a lot more understandable for most.

I agree with what Smallhacker said though...if you get a bunch of lines that require three or four bytes it wouldn't work. D:


I thought that too. Using number of lines * 4 would be safer, I don't think any ASM command uses more than 5 bytes. And is it number of lines in the file, or number of lines in the file with actual ASM code?
If at all possible, can the ROM and RAM maps have a date column that we can sort by to see new submissions, like the other file sections?
Ok, nevermind then.
Originally posted by kirbyeatsbomberman
Is it possible to move Reznor so he is higher up? He is too low down.


You can, but it's a lot more complicated than simply changing some coordinates. Looking in all.log, it seems the Reznor's positions along the circle it rotates around are actually hardcoded as individual screen coordinates (I think) in a giant table called CircleCoords. You would have to change all the values in that table by the amount you want to move Reznor by. Also, it seems that table is used by some other things, so you would have to copy the table to some freespace and repoint it from the Reznor code.
Did you apply the N-SPC patch?
This post by Smallhacker may be helpful.
Quick question to TASers on keyjumping. Is it possible to continuously keyjump in midair in a room without eventually touching the ceiling or walls (made of munchers?)
In that case..

Here is a kaizo hack I made today. It is only one short level long, and apparently it is possible, even though I haven't beat it myself. Can you?

Tower of Impossible
http://www.smwcentral.net/?p=thread&pid=369142

Originally posted by lolcats439
You can also make functional elevated ledges in an RPG Overworld. Just copy an empty level tile that's already set up, change it's level number to an unused one (since level tile settings are per level number), and disable the directions that you shouldn't logically go in (off/through ledges, etc, except if there's no level tile in that direction). For my overworld, I use 9 different level numbers for level tiles with different enabled directions (some star road levels are overridden):

0 = all directions enabled
132 = up, down, right
133 = up, right
134 = up, left, right
135 = up, left
136 = up, down, left
139 = down, left
13A = down, left, right
13B = down, right

Here's a base RPG Overworld hack I just made with some ledges set up with the right level tiles, and with the RPG Overworld patch applied. Also, Palette 6, color 7 of the Overworld palette is changed to rgb 64, 208, 32 to make the ledges look right.

It's also possible to place level tiles in Layer 1 events, so you can have unlockable paths this way. You can't edit their settings directly when placed in a Layer 1 event, but they will have the same directions enabled as the level number of the tile you copied/pasted.



You can transfer the OW from this base hack to your own hack using the overworld transfer trick. Just open the base hack in LM, open the overworld editor, then open your hack in the main window, and the base hack's overworld will still be there in the overworld editor. Just save the overworld from the File menu and it will save it to your hack. It will not transfer the overworld palette though, but only one color is change from the default.
Where is the GAME OVER tilemap loated in the ROM?
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lolcats439's Profile - Posts by lolcats439

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