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Posts by Jagfillit

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Just a few sprites I've been working on. I don't see anything in the ASM that looks like it might have caused this, and changing the cfg files don't seem to solve it either.

Also, just to note, this is only the block interaction. sprite/Mario interaction works normally.
Originally posted by brawlfan34
can someone plaese make a custom block that will always have a 1-up i dont know how to do it my self nor do i have the time


You want the request thread

Also, I've found that $03B72B is the routine for sprite contact, but I can't get it to work. I'm trying to make the sprite disappear on contact, but the code is completely ignored.

Code
		    JSL $03B72B
		    BCC NOT_HIT
		    LDA $1656,x		    ; \  force sprite
		    ORA #%10000000	    ;  | to disappear
		    STA $1656,x		    ; /  in smoke 
		    LDA #$02		    ; \ set sprite into
		    STA $14C8,x		    ; / death mode (status=2)
		    LDA #$01                ;
		    STA $1DF9               ;
NOT_HIT 
Actually, I'm looking for a routine where a sprite makes contact with another sprite, not Mario.
I've created two new powerup projectiles

The first is a Smash Bros. sized fireball that kills enemies not resistant to fireballs. The second is a thunder projectile that kills enemies not resistant to the cape attack. With these a Mario & Luigi like element system could be used.
In the above sprite's ASM, try replacing this:
Code
                    LDA $1588,x             ; \ if sprite is in contact with an object...
                    AND #$03                ;  |
                    BEQ NO_OBJ_CONTACT      ;  |
                    LDA $157C,x             ;  | flip the direction status
                    EOR #$01                ;  |
                    STA $157C,x             ; /


With this:
Code
	LDA $1588,x             
        AND #$04
        BEQ NotOnGround
	LDA $1570,x
	AND #$7F
	BNE NotOnGround
	LDA #$C0                ; Set Jump Speed 
        STA $AA,X               
NotOnGround:
        JSR SUB_HORZ_POS
        TYA
        STA $157C,x


This should make it jump occasionally, as well as making it always face Mario...Though you may want to fiddle with the jump speed. Higher values should get a lower jump.
Judging from all.log, this would most likely be tough one, but I'd like a shooter that spawns the Magikoopa's Magic sprite in the same way that Magikoopa itself does: Aimed at Mario's current location.
Originally posted by koala_knight
That's pretty cool, dude. I especially like how Mario and Luigi can have different powerups.
I do have one suggestion. Make it treat enemies like obstacles when they are immune to the powerup. That way they pop in a puff of smoke instead of just doing nothing.


Y'know, I kept trying to do that, but only when you mentioned it did I get an idea that worked. I just uploaded revised versions that now do that.
This is probably been asked millions of times, but how do you make the OW music play normally when using a goal block?
It seems one of xkas patches I've inserted into my hack has taken up the space in the ROM where HDMA is inserted using Ice Man's method. Is there are way to repoint to available free space where the HDMA can be inserted?
Creating new Yoshis in terms of color is fairly simple. All that's needed is to change the palette of the Green Yoshi in Tweaker/make a custom tweaked sprite with cfg Editor in the same way. By doing this, you can create Yoshis that use the other 4 sprite palettes.

New Yoshi shell powers and such wouldn't be as simple however. Normally the shell powers are dependent on the Yoshi's palette. Using the unused four palettes just gives a different setup of the existing powers (I had a list of them somewhere, but I can't find it). So, without a good amount of experience in ASM, you'd only be able the use those other 4 Yoshis the way they are.
Have you tried setting both behaviors in the code and making the block act like 25 in Map16? That might work.
Awesome. With a combination of this and the Mario ExGFX patch, new graphics for custom powerups should be easy.
In the asm file add:

LDA #$02
STA $1DFC

right after JSR SpawnSprite to give it the normal item spawning sound.

Also, yay people are using my things.

Though I've used the ROM Map edit to disable the Course Clear from showing, it still comes up when using goal blocks. How would I disable this?
Not to be rude, but could you explain the math in custom palette patch used to determine the X used for the palette table? I've tried playing around with it but have only gotten bizarre error palettes as a result.
For some reason secret events won't activate when using custom goal blocks or sprites. However, using the secret Goal Tape or Keyhole still will.

I've tried messing with the ASM but writing to either $0DD5 or $141C doesn't work. Anyone know what's going on?

EDIT: I've figured out that decrementing $13C6 is the problem. Doing so will activate the normal event regardless of everything else. However, this means I can't make Mario stay still for a secret exit, which is another problem for me.
64/4 is a hack I've been working on for a while now. It started off a series of projects, recreating features from Mario's 3D games. Now it's a 64 styled hack where you must gather stars (exits) by various means, such as collecting 8 red coins, clearing a level of enemies or just straight-forward Mario platforming.

Features:

-A Super Mario 64 style HP system, where coins replenish health.


-Four timed powerups: the Wing Cap, Metal Cap, Vanish Cap and Fire Flower.


-A hub level (Peach's Castle) that will teleport Mario to different parts of the world, if he's collected enough stars.


-Bonus areas based on Mario's earlier games.


-New graphics made by yours truly (with the exception of OW and BG stuff)


-A flimsy plot. Can't win 'em all.


Originally posted by Roy the Koopa
Ummm, there's a problem with the health gauge. Press select and enemies spawn from the health gauge but it depends on what the number is:

4=koopa
3=vines
2=I forget already
1=mushroom


...Whoops. Forgot to fix that. I made the health gauge from sprites not appearing in my game, so that's why.

Originally posted by WhiteYoshiEgg
The graphics you made look nice too, especially your Mario graphics - Did you draw them yourself or rip it from some game?


Drew 'em myself.
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Just experimenting with Roy's recent patches...though this makes the game crash if a screen exit is used.

Also, an interesting error I got when modifying the palette patch.