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Posts by LDA

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Originally posted by Von Fahrenheit
We have now reached the point where we have high-quality tutorials for obscure and almost-useless things. Cool.

I specialize in that area.

But I actually am using this in my hack.
Freezing Tide, I hate that level so much.



I think you can guess this.
If you really need it,
Item Abuse 3
.
Originally posted by vgster
I'm having so many problems with Lunar Magic and I don't know how to fix them. I've browsed the tutorials subforum and I can't find one to help me.


What kinds of problems are you having?
Of course we can only help you if you tell us.
The blue you are seeing is actually transparency. A tile with transparency should only be used on layer 1.



Then you can insert them as levels or whatever.



I read that using transparency on layer 2 (the smaller terrain tiles) causes weird stuff to happen.
Good with that? Okay.

Lunar Magic adds an ASM hack to make a duplicate of every layer 1 tile. These duplicates are to the right of the blue garbage square, so if you wanted to make a door that acted like a level, you would put it at the same position as a level tile, but on the right.



The second page, as you may have seen before but not understood, can be accessed by scrolling on the #lm{ow16xsel} Layer 1 16x16 Tile Selector.



Revealing tiles, however, don't work properly on the right side.
You could just replace all frames of the animated coin with just one frame. Or use a custom sprite.

Honestly I don't know much about sprites.
10/10

The neon text, outlines, and Pokemon things look great.

Thing only thing I can point out that is not perfect is that I don't understand the Japanese symbols down at the bottom.



Now how is mine, next poster?

Edit:
Layout has changed, this is what it used to be.
I was working on my uberASM and I kept running into problems with teleportation. All I want is some code to teleport the player to a specified secondary exit.

I've done research on this and I can't find an answer.

Thanks!
I tried out your code and played around with it, but it kept teleporting me to level 50 instead of secondary exit 50.
I didn't remove any code, but couldn't figure out the macro thingy so I used
Code
	PHX
	STZ $88
	LDX $95
	LDA $5B
	LSR
	BCC $02 : LDX $97
	LDA.b #$0050
	STA $19B8,x
	LDA.b #$0050>>8
	ORA #$02
	STA $19D8,x
	LDA #$06
	STA $71
	PLX


I replaced every <Exit> with $0050.
That's probably my problem.

Edit: Fixed stupid typo #smw{-_-2}
Edit: Fixed another stupid typo #smw{>:|}
As a programmer myself, (not necessarily in ASM,) it's a nightmare when this stuff happens. It just should work but it doesn't!
Code
STZ $88
LDX $95
LDA $5B
LSR
BCC $02 : LDX $97
LDA.b #$50
STA $19B8,x
LDA.b #$02
STA $19D8,x
LDA #$06
STA $71

Then there's the slight possibility that I'm doing something wrong. Does this look fine? It shouldn't matter at all, but I'm using uberASM + asar.
$01C609 looks interesting.
How long has that existed without me knowing!? #smw{O_O}

I always thought I had to do dangerous experimenting with the ROM!
Originally posted by MarioE
Try using #$06 instead of #$02?

I have to admit I have no clue what that means or why it would make a difference, but
it worked! #smw{O_O!}#smw{^_^}

I am attempting to make cutscenes, so pixel-perfect alignment with the screen may be an issue, but I haven't tried yet so I may not need any help.

Edit: Okay maybe I do need help.

Mario is exactly 8 pixels off from where he needs to be. I also read this:
Originally posted by Lunar Magic help file
The Screen Number of the entrance can be any screen (0-0x1F). The X/Y position refers to the position Mario will enter the level. These are relative to the Sub-Screen of the Screen Number. The Additional Pixels (P) value is always zero (unless you hack the table itself in the ROM), so you can ignore it. The Sub-Screen (S) value refers to which half of the screen the X/Y coordinates are relative to. For vertical levels a 0 indicates the top, and a 1 indicates the bottom. For horizontal levels, a 0 indicates the left and a 1 indicates the right. To view the Sub-Screen Boundaries, just hit F2 in the main editor.

So I guess I need help with that.
I want Mario to enter aligned perfectly with the screen, and I just don't see how your code would make it work.



Code
Advance:
STZ $88				; \ 
LDX $95				; |
LDA $5B				; | Teleport Mario
LSR				; |
BCC $02 : LDX $97		; |
LDA.b #$50			; |
STA $19B8,x			; |
LDA.b #$06			; |
STA $19D8,x			; |
LDA #$06			; |
STA $71				; /

LDA $94				; \ 
CLC				; | Move Mario
ADC #$24			; | 
STA $94				; /


This is what I'm using. Advance: triggers whenever the player presses B.

Also, why is the teleporting code so long?
I understand the difference between main and init. It looks like init does trigger when the secondary entrance is taken, which I didn't know.

I tried using that method, it indeed moved Mario, like I wanted, but the camera is still misaligned. How can I realign the camera?


Also not sure how that #$24 got in there. I think I meant to put just #$04.
Good idea, but the correct camera alignment is between two of the positions Lunar Magic can place him.

#smw{:|}

That's why I thought the extra pixels value thing would help me.
I'm not an expert with sprites, but I might be able to help.

Did you modify the sprite?
Isn't Tessera newer and better?
Have you successfully inserted sprites before?
What's the error message?
I just realized the whole point of this thread is so I could get the information I needed to make cutscenes.

Before that, I discovered VWF Cutscene Tool, but it said that it's for some special xkas or something. I tried using it and patching it with asar, even with ;@xkas at the beginning, but it gave me errors.

How would I use this with asar?
If that's true, somebody needs to do something about it. We can't let this revolutionary tool just sit and rot!