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Posts by DarkCodr
DarkCodr's Profile - Posts by DarkCodr
Pages: « 1 2 »
File Name: Super Jumping Block
Added: 01-07-2007 12:18:06 AM
Authors: Baphomet Junior
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This is an edition of the Jumping Block. It jumps with ANY time of interval. Can be killed jumping over him.

GLITCH: If you get an powerup, or be hurt when the sprite is in the screen, the sprite will "walk" in the direction that he is jumping.

Many thanks to Ghettoyouth for helping me.
Identical to the jumping block sprite included with spritetool except it changes a single value from #$40 to #$03
File Name: Koopa Player Generator
Added: 03-08-2009 04:19:51 AM
Authors: Maxx
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: No
Description: This makes Mario a koopa in whatever level you place it in. To be more specific, mario will look exactly like a koopa (assuming you used vanilla graphics; and as long as the koopa stayed the same tile, that doesn't really matter either.) (Note looking != Behaving.)
There are some limitations:
1. Mario has to be "big" throughout the level (causes glitches if he's any other power)
2. Mario has to be killed in one hit (don't worry, I've handled that)
3. Mario cannot duck
4. Mario cannot carry things
5. Mario cannot run at full speed.
This is mostly due to the fact that otherwise, it would require patches that heavily modify what frame to show mario in. It also gives the koopa a slightly realistic limitation, I suppose.

Insert as a sprite, not a generator.
Credit to Maxx if you want.
Poorly made and has too many limitations to be useful.
File Name: SP4 Character Generator v1.5
Added: 05-03-2013 01:50:55 PM
Authors: Multus
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: Insert as a sprite not a generator... This time its 3 different sprites that should be placed side by side by all entrances, this is a glitch-fix mostly, but it adds a death frame and fixes some of the errors in my GFX, along with adding a GFX for Koopa, to reference the original Koopa generator.
This is an edit of the Koopa player generator sprite and it suffers from the same problems. Buggy, inefficient and has too many restrictions to be useful.
File Name: Koopa guard
Added: 30-12-2008 06:41:57 AM
Authors: Jughead dige
Tool: Romi's Spritetool
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: A Koopa with armour and is invincible.
CFG edit of the classic koopa sprite included with Spritetool.
I glanced at the code and I think the problem lies here

Code
Loop:
	PHX				
	LDA $14			;\
	AND #$10			
	BNE No_Anim		;|then add 4 to X
	TXA				
	ADC #$04			
	TAX				;|
No_Anim:				;/

	LDA $03			;\
	BNE No_Right		;|If facing left, 
	TXA				;|then add 8 to X
	ADC #$08			;|causing line 3 or 4 in the tile tables
	TAX				;|to be used instead of 1 or 2.


You aren't clearing the carry flag before adding which is causing the wrong table value to be indexed. Add a CLC before each ADC.
This should fix the problem.
Pages: « 1 2 »
DarkCodr's Profile - Posts by DarkCodr

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