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Posts by Coockie1173
Coockie1173's Profile - Posts by Coockie1173
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Hello everyone!


I've been working on an SMW hack for a while now, and ran into a problem with some UberASM and the retry patch.
They both work fine on their own, but once I apply the uberasm to the stage, the graphics on the retry screen mess up.
Could someone help me fix it?

Retry patch https://www.smwcentral.net/?p=section&a=details&id=18751
UberASM I'm using: https://www.smwcentral.net/?p=section&a=details&id=20613

Thank you,
Coockie1173
Originally posted by DasFueller
I cannot say what the problem is. But I want to make you aware that you can modify a setting in retry_table.asm, so you don't see the graphics at all and retry automatically. Not sure if this is an option for you though.

I thought about that but I don't really want to use that option, thanks tho
Originally posted by Thomas
It's because of these lines in the lights ASM file:

Code
    LDA #$00    ; | 0 on main screen should use windowing. (TMW)
    STA $212E   ;/  

Change 00 to 17 to fix it.

Thank you very much! ^^
Hello!

I've tried writing my own generator that changes two bytes in RAM when loaded. It's not working for some reason and I don't know why.
I use PIXI and the extra bytes.

Here's the code:
Code
;ex byte 1 = ontime
;ex byte 2 = offtime

print "INIT ",pc
RTL

print "MAIN ",pc
PHB : PHK : PLB
    JSR MainCode
PLB : RTL

MainCode:
    LDA !extra_byte_1,x
    STA $1864
    LDA !extra_byte_2,x
    STA $1879
RTS


Thank you!
Originally posted by Thomas
If you're trying to run the code only once on spawn (for setting timers and stuff), you want to put that code into INIT instead of MAIN. INIT runs only one time on spawn, while MAIN runs every frame after.

Also, if you are trying to only run the code once, you'll probably also want to delete the sprite right after running it so that it doesn't continue to occupy a sprite slot. You can fix that by writing #$00 to the table at $14C8, like this:

Code
;ex byte 1 = ontime
;ex byte 2 = offtime

print "INIT ",pc
    LDA !extra_byte_1,x
    STA $1864
    LDA !extra_byte_2,x
    STA $1879
    STZ !14C8,x

print "MAIN ",pc
    RTL


Oh! Thank you!


Originally posted by MarioFanGamer
Keep also in mind that generators aren't sprites. As such, they can't have any Extra Bytes (or at least not the way how you know from sprites) and also haven't got any init code.


I didn't know that, thank you ^^
Hey!

I've been working on a hack for the past year and I've finished all levels, so now they're ready for testing!


I'd love feedback on as much as possible, stuff like:
- bugs
- Music
- Gameplay
- Jank

The hack has 17 exits, 2 of them are secret exits, 3 of them are "special" world. The credits as the end of the hack still requires updating, but that's about it (other than changes I'll make I get from the feedback)

Screenshots:


If you feel like testing, here's the patch!
Download (old)
Download (new)

As I said, all feedback is appreciated!
Originally posted by oderjunks
(expect 100 edits as i slowly get through the game)
The boo stomp mechanic is a bit jank, even if you land dead-on, there's an about 7% chance (10/130) you just disintigrate with the boo.

Hey! Thanks for the feedback! I uploaded a newer version to the thread (see new download link in thread) which should fix the jankness from the ghosts!
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Coockie1173's Profile - Posts by Coockie1173

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