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Posts by Jagfillit

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Originally posted by Skwaa
The fireballs seem a tad more overused, but I could easily find a way to make it work and be unique...


Actually, I was thinking more like giant bouncing fireballs, rather than the typical horizontal projectiles. Mario could spin-jump off of them to reach ___ Hand.

Quote

Improper Edit: After thinking about it, it'd make sense to call this Master Hand sprite something besides Master Hand, since he'll have new attacks. We could say the Master Hand, Crazy Hand and this Hand are all related or whatever. XD But what to call it? That's the question. And not Magic Hand either, I want to try sounding less specialized-sounding.


God Hand

Maybe something a little more vague, like "Boss Hand" or "Evil Hand"?
Here's a question: How would I make a projectile act as a fireball-kill or a cape-kill when interacting with a sprite?

What I had in mind was having Mario's fireball switch between the two interactions based on if a flag was set or not.
Originally posted by Maxx
How do you make the entire sprite hitbox (as in, the entire sprite clipping) interact with the ground? My sprite will interact with sprites normally, but it "falls" one tile into the ground because the only tile that properly interacts with the ground is the top left one.


Did you set some of the tiles below the "neutral" Y-position in the ASM? From my understanding, you're only supposed to place tiles higher than the standard position.
Just use the Instant Kill block included with Block Tool, and set the Above and Sides offsets to -1.
The palette option in the cfg Editor that comes with Sprite Tool should do the trick.

Some sprites will ignore the cfg's palette due to the ASM, but I have yet to learn how to remedy that myself.
Originally posted by InvisibleCoinBlock
Yep. They're the same sprite, but you CAN hack their routines, making them do different things when touched. I hijacked the Flower and Feather to do different things because I'm not using the standard SMW format for my hack, so I was able to manipulate them however I wished. Muahaaahaha!

In fact, I'll clean up my patch and post it here for you to use once I clean a few things up.

[edit]

Here's the patch!


Is it possible to edit these so the Mushroom, Fire Flower and Feather routines will always activate regardless of power-up status?
Sorry, I wasn't clear. I mean once Mario is Big/Fire/Cape status, the Mushroom (I didn't actually check with the Cape and Fire Flower yet) sprite will only add a Mushroom to the item box, instead of whatever it's patched to do.

How would one fix that?
Okay, I'm working on code that will set Mario's status to the flashing invincibility (that occurs when he is hit) whenever the silver POW timer is on...

Code
	LDA $14AE
	CMP #$00
	BEQ DERP
	LDA #$01
	STA $1497
DERP:
	RTS


Functionally, it works. However, Mario's sprite make no visible change instead of flashing like intended. Is there a way (besides using $71, which won't work) to fix this?
Can anyone explain how to move objects on the status bar via ASM? I'm a bit lost on how to do so.

Specifically, I'm attempting to move the Doki Doki Panic health patch to the right side of the screen.
Ah, I should've thought to look at the diagram thread first. Thanks.

Also, is there a way to edit the coin increase routine? It seems to be too short for a JML.

EDIT: Never mind, I figured it out.
I might give it to those who ask, but it uses SMW's original sprites, including the Mushroom. It probably wouldn't be useful for most hacks.
It's really just tailored to my hack, which won't use Mushrooms or any of the other sprites (shelless Koopas) used. Besides, it saves space in the status bar GFX files.
Beginning at 0xC724, change the bytes on the ROM to 00 00 00 00 with a hex editor. Changing the next three bytes to 00 00 00 will also stop Mushrooms from being added to the item box, if you want to.
All right, completely new question: How do you generate extended sprites, like bubbles?
On the ROM Map, the byte that the description of 0191C refers to is actually 0191D.
I'd like to request a Thwomp that acts similar to the blue Thwomps in Super Mario 64. It stomps in a timed pattern, ignoring if Mario's near or not, and can be stood on top of.
Amazing work ICB.

If I may ask, how did you make the somersaulting GFX for Mario?