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Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex-edit at $00EEB2 in the ROM map, you can replay the level without a problem.Not logged in.
Posts by scepile3
scepile3's Profile - Posts by scepile3
Pages: « 1 2 3 4 5 6 »
smwcentral iconYou can make this, but you need to make a custom sprite or something like it.

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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: And, I forgot to mention. I used rapidshare for free, so:
The file has been saved and can now be downloaded 10 times. It will be deleted after 90 days without download.

Well, strange. Last time, I saw it in the patches section. Well, I have it. It's right here:(copy link from below)http://rapidshare.com/files/216814034/Seperate_Luigi_GFX.zip.html

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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 iconNo prob. I just had it and happened to stumble upon this thread.

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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 icon@ Megafonzie: You will need more than a custom block you know. You will need a custom block that increases an empty RAM address. Here's an example:
Code
INC $163E ;(note, $163E can be replaced with other sprite RAM Addresses that are unused.)
After you make it a block, (by converting it into a block for blocktool or using JMPs for the other block inserter) get the no spin jump sprite from the custom sprites section and put this:
Code
LDA $163E
BEQ Return
Before:
Code
LDA #$FF 
STA $0DAC 
And after:
Code
dcb "MAIN"
After that, put this into the very end of the sprite:
Code
Return:
RTL
That disables spin jumping. Put this piece of code:
Code
LDA $16
AND #$80
BEQ Return
STZ $16
STZ $15
After:
Code
LDA #$FF 
STA $0DAC
Now, insert the custom sprite into the rom and put it in the same level as the custom block you are about to use. I'm sorry this post is so long.
Note:To view/use these codes, quote this post and see where the code would've went. (don't post it though)

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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 iconDid someone need the "Change in the next map16 routine"? Here that routine is:
Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Change in the next map16 routine, mostly ripped from chblock.bin
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Map16plusReturn:
plx
rep #$30
pla
sta $03
plx
plb
plp
rts

Map16plus:
php
rep #$30
lda $0003     ;\
clc           ; |Set map16 number to change to current's +1
adc #$0001    ;/
tax
sep #$20
phb
lda #$00 ;\
pha      ; |set bank to $00
plb      ;/
rep #$30 
phy
lda $03
pha
phx
lda $9A ;\
sta $0c ; |back-up the contact postion
lda $98 ; |
sta $0e ;/
lda #$0000 ;Reset A
sep #$20
lda $5b    ;\
sta $09    ;/back-up the vertical level flag
lda $1933               ;\
beq Map16pluslabel20    ; |if the block is on layer 2, use the flags for vertical layer 2
lsr $09                 ;/
Map16pluslabel20 : 
ldy $0e
lda $09
and #$01
beq Map16pluslabel3
lda $9b;\
sta $00; |
lda $99; |Exchange the position of $99 and $9B
sta $9B; |
lda $00; |
sta $99;/
ldy $0c
Map16pluslabel3:
cpy #$0200
bcs Return2
lda $1933          ;\
asl                ; |
tax                ; |
lda $BEA8,x        ; |Load the pointer for the layer the block is one
sta $65            ; |
lda $BEA9,x        ; |
sta $66            ;/
stz $67
lda $1925          ;\
asl                ; |
tay                ; |
lda ($65),y        ; |
sta $04            ; |
iny                ; |Load a pointer with the previously loaded one and the level mode
lda ($65),y        ; | 
sta $05            ; |
stz $06            ;/
lda $9B            ;\
sta $07            ; |
asl                ; |
clc                ; |
adc $07            ; |
tay                ; |
lda ($04),y        ; |
sta $6B            ; |Load yet another pointer based on the previous one and the block screen
sta $6E            ; |
iny                ; |
lda ($04),y        ; | 
sta $6c            ; |
sta $6f            ; |
lda #$7E           ; |
sta $6D            ; |
inc                ; |
sta $70            ;/
lda $09            ;\
and #$01           ; |if vertical level flag is set...
beq Map16pluslabel5;/
lda $99            ;\
lsr                ; |store the lowest bit of the high byte of Y postion in carry and the lowest bit of the high byte of X in A
lda $9B            ; |
and #$01           ;/
bra Map16pluslabel6 ;else
Map16pluslabel5:  
lda $9b           ;\
lsr               ; |store the lowest bit of the high byte of X postion in carry and the high byte of Y in A
lda $99           ;/
Map16pluslabel6:
rol                  ;\
asl                  ; |
asl                  ; |
ora #$20             ; |
sta $04              ; |
cpx #$0000           ; |make $04 be: 001LYX00 where X and Y are the lowest bits and L is if the block is one layer 2
beq Map16pluslabel7  ; |
clc                  ; |
adc #$10             ; |
sta $04              ;/
Map16pluslabel7:
lda $98              ;\
and #$f0             ;/ Get the block Y position
clc                  ;\
asl                  ; |
rol                  ; |move last bit to the first and multiply by 4 and store to $05
sta $05              ;/
rol                  ;\
and #$03             ; | *2 , AND with %00000011, OR with $04 and store the result in $06
ora $04              ; |
sta $06              ;/
lda $9a              ;\
and #$f0             ;/Get the block X position
lsr                  ;\
lsr                  ; |/8
lsr                  ;/
sta $04              ;Store in $04
lda $05              ;\
and #$C0             ; |add the two highest bit of $05 to $04 and store the result to $07
ora $04              ; |
sta $07              ;/
rep #$20             ; 16-bit A
lda $09
and #$0001
bne Map16pluslabel9
lda $1A
sec
sbc #$0080
tax
ldy $1c
lda $1933
beq $22
ldx $1E
lda $20
sec
sbc #$0080
tay
bra Map16pluslabel12
Map16pluslabel9:
ldx $1A
lda $1C
sec
sbc #$0080
tay
lda $1933
beq Map16pluslabel12
lda $1e
sec 
sbc #$0080
tax
ldy $20
Map16pluslabel12:
stx $08
sty $0A
lda $98
and #$01F0
sta $04
lda $9A
LSR
LSR
LSR
lsr
AND #$000f
ora $04
tay
pla
sep #$20
sta [$6b],y ;\
xba         ; |Store the new map16 to the map16 table
sta [$6e],y ; |
xba         ;/
rep #$20
asl
tay
phk         ;\
PER $0006   ; | jmp to the routine used to change the block GFX
pea $804c   ; |
jml $00c0fb ;/
Map16pluslabel10:
rep #$30
pla
sta $03
ply
plb
plp
rts
[offtopic] I forget where I got it. I think it was from the original wiki. (when it was up) Good thing I have it in a txt file.

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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 iconIt allows you to put ASM hacks into a single level. Go to the levelcode file and put in your asm code to put the ASM hack inside the level number(representing that level). (of course, you need to patch the xkas patch to your rom.)

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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 iconWhy don't you use Xkas Simple by Aika? It works for me. Use the Xkas_Inserter file. On the line saying "Choice:", press 1 and "Enter" to select the rom. Type in the name of the rom only. (make sure both the rom and xkas file is in the same folder) It goes to the line saying "Choice" again. Press 2 and type in the xkas file's name only. It goes to the line saying "Choice". Press 3 and let the batch file do the rest.

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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 iconQ2: There is a custom block that acts as a non-carry-able P switch. You can modify the graphics of the block.
Q3: You just need to make a custom block that acts just like a door, except make it use the pipe warp thing.
Q4: You could put LDA #$FF STA $78 into a sprite that takes all of Mario's graphics or you could use Luigi's graphics(hint:Seperate Luigi GFX[hint:one player only]) to make the graphics and palette.
Q6: I beg to differ Dola A Dream, there are people that have made Mario(hint:/Link) carry items over his head.

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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 icon'.' ... T_T
Originally posted by Iceguy
It can consist of only a sprite or a sprite and a generator (but the latter is more easier to work with.
In other words, you can use only a sprite. To only use a sprite, you need it to load the graphics routine only before it's collected.

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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, yeah. I just remembered something about the P switch carrying over from level to level.
Q1: Load the P switch time and store it into an unused RAM address that carrys over from one level to the next. Next, during level loading, Load that unused RAM adddress and store it into the P switch time.
Also, if you hack the power-up routine, did you even think about the normal power-ups? The palette would be messed up. Did you look at the
"Custom Powerup" thread that's right below this one? If not, I'll quote:
Originally posted by Iceguy
LDY #$19 ; palette number to change
STY $2121
LDA #$1D ; first part of the SNES RGB value
STA $2122
LDA #$58
STA $2122 ; second part of the SNE RGB value
That won't work because:
Originally posted by Ladida
Edit 2: Actually, the last RGB value has to be loaded first. Now I have it all working:)


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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, you can use a patch to limit these until the player aquires this thing. You make a check seeing if this thing is aquired. If it's false, limit those powers. It's just a big hint, let's see if you can make sense of this. (hint:SRAM Address)

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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, you can use YY-CHR for graphic editing.
I hate to burst your bubble, but it's highly unlikely that anyone will MAKE this for you. You might be able to use baby bowser, or CRAZILY modify the Mario hit routine to make 32 by 32 graphics, draw more graphics onto Mario, and edit the Graphics.


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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 iconYou just need to copy and paste for the stare at Mario part. This was found in Spritetool:
Code
JSR SUB_GET_DIR         ; \ always face mario
TYA                     ;  | 
STA $157C,x             ; / (insert other codes here blah blah blah..)
SUB_GET_DIR         LDY #$00                ;A:25D0 X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizCHC:1020 VC:097 00 FL:31642
                    LDA $94                 ;A:25D0 X:0006 Y:0000 D:0000 DB:03 S:01ED P:envMXdiZCHC:1036 VC:097 00 FL:31642
                    SEC                     ;A:25F0 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizCHC:1060 VC:097 00 FL:31642
                    SBC $E4,x               ;A:25F0 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizCHC:1074 VC:097 00 FL:31642
                    STA $0F                 ;A:25F4 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1104 VC:097 00 FL:31642
                    LDA $95                 ;A:25F4 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1128 VC:097 00 FL:31642
                    SBC $14E0,x             ;A:2500 X:0006 Y:0000 D:0000 DB:03 S:01ED P:envMXdiZcHC:1152 VC:097 00 FL:31642
                    BPL LABEL16             ;A:25FF X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1184 VC:097 00 FL:31642
                    INY                     ;A:25FF X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1200 VC:097 00 FL:31642
LABEL16             RTS                     ;A:25FF X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:1214 VC:097 00 FL:31642
For the jumping stuff, I found this in the bowser sprite:
Code
JUMP_SPRITE         LDA JUMP_TIMER,x
                    CMP #$40                ;  |   just go to normal walking code
                    BCS WALK_SPRITE         ; /
                    LDA SPRITE_IMG,x             ; \ lock image while jumping
                    ORA #$01                ;  |
                    STA SPRITE_IMG,x             ; /
                    INC DIR_TIMER,x             ; we didn't move the sprite this frame, so we don't want a decrement
                    STZ $B6,x               ; stop sprite from moving
                    LDA JUMP_TIMER,x
                    CMP #$38
                    BNE NO_JUMP2
                    LDA #$B0                ; \  y speed
                    STA $AA,x               ; /
                    BRA APPLY_SPEED
NO_JUMP2            CMP #$00
                    BNE APPLY_SPEED
                    LDA #TIME_TO_JUMP
                    STA JUMP_TIMER,x

                    BRA APPLY_SPEED
Yeah, there are some variables, but with basic knowledge, you could get that to work.

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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, you could just disable the pause when a message is out. That would keep it from showing the abilities. 0_0 Can you teach me how to do that? That is awesome.......

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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 forgot, to use this, put this as a custom spite (empty asm file):
Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sprite init JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                    dcb "INIT"
                    RTL                 

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; sprite code JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
        dcb "MAIN"
LDA $####
BNE Return
LDA #$??;insert how long you want it to take before starting the decrease.
STA $####
Return:
RTL
You can only use one air meter sprite per level. You need to modify the air decrease routine. I think this will work. The code is:
Code
DEC $####
LDA $####
BNE SkipMeter
I know it is fairly simple. Put it where this peice of code is:
Code
	LDA $13
	AND #CountDownFrequency
	BNE SkipMeter
In other words, put this right after the "CountDown:" line.

Tag (pre) was not closed.
Tag (div) was not closed.

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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 iconYou can insert this:
STA $0DB9
Right after the:
LDA #$01
STA !Powerup ; Start big
You can remove the !Powerup symbol and replace it with $0DB8 if you want.

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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 iconIt wasn't hard at all. Your welcome.

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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 just noticed something. In the messagebox dissassemble, I noticed this:
CODE_05B129: 9C 9F 0D STZ.W $0D9F ;/ HDMA to 0. Probably so that nothing layer 3 gets in the way.
Shouldn't tht be removed?

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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: Nevermind..... You should learn ASM for SMB3 because of things like making new power-ups and LDAs and STAs. Oh yeah, and it isn't sceptile, its scepile.

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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 iconYou are wrong, The Lava Bumpty. I always make it in notepad, but save it as an asm file. I also use TRASM to make bin files. They work. (when the code does)

--------------------
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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