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Posts by scepile3
scepile3's Profile - Posts by scepile3
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smwcentral iconEdit: How do you set the palette?
I think I get it. To store into a tile, you put the value of the graphic you want in the proper RAM address. The RAM addresses control the graphic in that spot.

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconEdit: I'm sorry I can't give you a direct answer, Ddoomm10.
Ddoomm10, I think that would require a genius on ASM, if you don't let Mario become big. I have a feeling you can make what you asked happen, but you might want to check the codes:
Quote

06D79 $00:EB79 2 bytes ASM Change to A9 00 to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario)or change it to A9 01 to have a 16x32 interaction field (like big Mario) (in conjunction with addresses B6C0 and 1B87C)
Quote

0B6C0 $01:B4C0 2 bytes ASM Change to A0 00 to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario) or change to A0 01 to have a 16x32 intereaction field (like Big Mario)(in conjunction with addresses 6D79 and 1B87C)
Quote

1B87C $03:B67C 2 bytes ASM Change to A9 00 to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario)or change to A9 01 to have a 16x32 interaction field (like Big Mario)(in conjunction with addresses 6D79 and B6C0)
To observe the codes, I recomend seeing the original values of these addresses in the rom (via hex editor) and then translating the code to asm. I think more people know ASM than hex(coding).

mod edit: code tags don't cause line breaks it was stretching the tables

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconI have a little question. How would I be able to check if the player moves from the overworld to a level? An example is: The player is currently on submap one. The player enter a level. A code detects that change and branches to another spot to start a code.

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
(restricted)
smwcentral iconEdit3:So, it turns out that in order for the sprites to appear, X must not be changed. That answers why you can't modify X. Well, X can't be kept modified after the routine ends.
Edit2:OK, so my timer patch is done. The sprite works fine. There's just one problem. When I use it, all of the sprites are gone. The sprites arein there if you chack Lunar Magic, but they are gone ingame. It has something to do with Iceguy's routine. When I JSR to it, the sprites are gone.
Edit1:Oddly enough, everything was all right. When !T (used to show tens digit) increased for the minutes, it glitched up !F (frame counter).
Edit:After I tried that piece of code out, it still failed to repair the glitch.
I did that in my routine. It is:
Code
Show:
    LDA !F
    PHA
Label:
    LDA !F
    CMP #$0A
    BCS Lower
    LDA !F
    STA $0F11
    LDA !T
    STA $0F10
    STZ !T
    LDA !S
    PHA
    BRA Label1
Lower:
    LDA !F
    SEC
    SBC #$0A
    STA !F
    LDA !T
    CMP #$06
    BEQ tReset
    INC !T
    BRA Label
That's only a part of it, but that's the hex to dec routine for showing # frames in the status bar. It glitches up after minutes get to ten, causing it to reach 70 before reseting. Oddly, when it resets, it starts at ten also. I'll try this and see if it works.


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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconI have a new question. How do you move the timer via asm?

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconThanks ICB.

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconwell, there is something you can do. Did you notcie the reason I used another unused RAM address inside the patch? It was to ensure that the flutterjump won't last forever. Before the lines:
LDA $0660
BEQ Check
and after these lines:
LDA $187A
BNE Reset
you want to put an unused RAM address into that to act as a timer. To check the address, you should use (!T being that unused RAM address):
LDA !T
CMP #$78
BCS Reset
INC !T
Also put this into Reset:
STZ !T
This piece of code works like this:
!T is checked for #$78, the number of frames that equal 2 seconds.
If it is 78 or more, it goes to reset. That removes the possibility that T is over 2 seconds. It increases !T once each frame. (60 frames = 1 second) If !T is over #$78, it STZ !T, which puts zero into !T.

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconEdit: Oh, whoops. I had a mistake. Put that peice of code after
LDA $0660
BEQ Check
and before:
LDA $0660
CMP #$02
BEQ Stand
I know other hackers that are waaaaayyyy better at hacking then me. I feel like a novice.
Well, did you use 0B44 anywhere else? If you have, then that's a problem.

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconI see your error. (in/directly caused by me) When BRA is used, it jumps to that piece of code, never going back. Put STZ $0B44 before BRA Return.

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconEdit: Also, if there is anything I can help you on, please don't hesitate to ask.
It doesn't matter, go ahead. I take it the problem is solved also.

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconOh, you put it above the BRA Return that is under STZ $0660

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconEdit: aww man... too slow...
It's fairly easy. You could put this piece of code into an xkas patch.
Code
LDA $71
CMP #$09
BNE Return
STZ $0DC2
Return:
RTL


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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconEdit: Oh yeah, I figured out (more like remembered) how to check OV to Level check.
When you switch from Luigi to Mario, how do you fix the name? (make the name go back to Mario) I think this has been asked somewhere before. If so, may someone direct me to the answer?

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconEdit: (*thinks: Man, I really need to cleariify or bold the parts that are important the first time around.*)
I know about that block, Noobish Noobsicle, but what I meant was the ASM code that changes the name.

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconPoppie Popsicle, I can't believe I forgot about that! Also, you don't need to change the palette.

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconI think you might want to write #$FC onto tile $0F1F using ASM or move the small bonus counter underneath the big bonus star counter using ASM.

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconWell, getting the power-ups to stay isn't as hard as you think it is. Do you remember this:
Code
custom_HP:
	LDA !Powerup		;Powerup is always		\
	CMP #$01		;big if not hurt		|
	BMI Endhit		;Branch to knocbkack	|-remove this block to keep current powerup
	LDA #$01 		;Get rid of flower 		|
	STA !Powerup		;or cape if you have them	/
If not, there is your answer.

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconThese are the addressses you have to change:(from the ROM MAP)

Address| SNES |Length|Type |Description
080C5 |$00:FEC5 |1 byte|Misc.|Signed Initial fireball Y speed
121D4 |$02:9FD4 |1 byte|Misc.|Signed Initial Fireball Y Speed #2
(below is from the all.log)
12199 |02:9F99 |apparantly 10 bytes|data table|used for fireball y speed, copied from all.log:
Code
CODE_029FF9:        B9 99 9F      LDA.W DATA_029F99,Y       
CODE_029FFC:        9D 3D 17      STA.W RAM_ExSprSpeedY,X
RAM_ExSprSpeedY is any extended sprites' y speeds.

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
smwcentral iconWell, since I'm guessing you need a preliminary foothold for the ASM. Use Shwaa's tutorial. (it's stickied)

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You know, it would be cool if someone made a sword sprite(s) and released it to the public. That would help a lot of people........ Now that I think about it, that would be perfect for C3! (Not that I could program a sword sprite)
Pages: « 1 2 3 4 5 6 »
scepile3's Profile - Posts by scepile3

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