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Tip: Bad things to do in the title demo: Enter a door or a pipe, activate a P-switch or a star, complete the level, hit a message block, or die. These will either glitch the music, or force the player into an endlessly looping title level until they reset the game.Not logged in.
Posts by Ultrabi
Ultrabi's Profile - Posts by Ultrabi
Pages: « 1 2 3 4 5 6 7 »
Physics: "The natural science that involves the study of matter and its motion and behavior through space and time, along with related concepts such as energy and force."
Abuse: "The improper usage or treatment of an entity, often to unfairly or improperly gain benefit."
- WIkipedia

Yeah a hard Kaizo ROM Hack that I'm making.

Stuff:


Happy introduction


Overworld


First level: Night of fear


Second level: City Shenanigans


Third level: Water hell


Fourth level: Deadly Beach


Fifth Level: Cave Speedrun


Sixth Level: Up in the sky

Video once the ROM Hack is finished.

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~Ultrabi

One day I'll make a layout...
Yeah the overworld is still early WIP, also I will make a video once the 5th stage is done.

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~Ultrabi

One day I'll make a layout...
(restricted)
Umm, I dunno if it is because I'm using ZSNES but this happened:



Can anyone explain me this?

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~Ultrabi

One day I'll make a layout...
Originally posted by ft029
That level has a bunch of invisible tiles in an attempt to confuse the player. Weird design decision imo, but #w{:>}


Oh so it's intentional? OK then sorry for thinking this was a bug.

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~Ultrabi

One day I'll make a layout...
Name ideas: Level 1-1 - Grasshill
Level 1-2 - Mushroom platforming

Originally posted by PuzzelBreaker


Nice, also the use of custom gems is a really good idea.

Originally posted by PuzzelBreaker


Seems pretty nice, I liked it :D

Originally posted by PuzzelBreaker

Wow, overworld seems extremely beautiful, nice job :3

Overall I'm looking foward to this ROM Hack.

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~Ultrabi

One day I'll make a layout...
(restricted)
A level where everything get swapped by the ON/OFF switch, example: Once the switch is ON, your enemies are goombas and koopas and the ground is normal, once the switch is OFF, they swap places and the ground turns into ice.
Too complex but for puzzle maps this would be interesting.

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~Ultrabi

One day I'll make a layout...
I do work every day, but not on a hack, I keep testing stuff on Lunar Magic and some other stuff, even though sometimes I enter and waste hours on my ROM Hack, but only when I'm really creative.

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~Ultrabi

One day I'll make a layout...
If you're still updating, well, I'm December 9, I would enjoy if you place there, also I'm 14 ;)

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~Ultrabi

One day I'll make a layout...
Mega batata lendariamente lendária com ketchup supersônico feito de flango pasteleiro cósmico.
Agora fiquei com vontade de ver uma imagem disso :P


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~Ultrabi

One day I'll make a layout...
I need both of these for a block that I'm working on.
If you didn't understand what the title means, here's an explanation:
Block changes to another map16 block according to his position on map16, example if the block is on 241 he would have to turn into 244, and 268 he would turn into 26A (three blocks right)
What the question blocks already do (if X=1 Flower, X=2 Cape, etc.)
And how to spawn a sprite on the block's position, not the player's position.

So can someone help pls.
Thx.

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~Ultrabi

One day I'll make a layout...
Originally posted by TheBiob
I'm not sure what you mean with your first question.
Do you want a block that acts differently depending on it's X position kinda like the vine block and similar blocks do or do you want a block that actually turns into another block or a block that acts differently depending on it's map16 id...?

acctually there were 2 questions right there, one being once the player hits the block it turns into another map16 and the other one is that it acts differently according to his X position, like the vine block.


Originally posted by TheBiob
As for your second question you can just call %move_spawn_into_block() before spawning the sprite

Thanks :3

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~Ultrabi

One day I'll make a layout...
Ok I'm not good at this but let's do it...

Originally posted by BoneyBrown
I've used CFG Editor (I've inserted one of my sprites that I have made with it, but, it didn't work).


Maybe there is the problem? Is there any adress that you have used that can conflict with the water?

Also you can search a water disassembly and use that instead, maybe it won't crash.

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~Ultrabi

One day I'll make a layout...
Update on a yoshi glitch: video
The cheat codes used does not affect the sprite and this is vanilla SMW, just to note the cheat codes used were: 7E0DC2C2 and 7E001901.
Also I've never seen this sprite on game, maybe it's a unused one? I also got other graphics for this sprite (boo and yoshi head) but I didn't add them on video, try it by yourselves.

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~Ultrabi

One day I'll make a layout...
Feliz natal bom 2017 e que esse fórum receba mais boas pessoas para conversarmos e ajudarmos (ou serem ajudados, no meu caso) :3

Boas festas.

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~Ultrabi

One day I'll make a layout...
And by that I mean spawning them separately, their sprite number and how to do it (code).

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~Ultrabi

One day I'll make a layout...
Originally posted by MarioFanGamer
The coin block coin can be simply spawned by simply calling $028A66...
... Just remember that the spawning positions for both sprites are set in RAM $9A and $9C.

Yay thank you :3

but...

Code
	LDA $9A			; \ Load block's position
	LDX #$????		; | Load map16 block (???? is the block address)
	STX $9C			; | Insert map16 on the block
	JSL $028A66		; | Call the coin spawn
	RTL			; / Finish the code


Does not crash the game but does not spawn coin, or spawn somewhere that is not on the block. (also I attempted to add $98, but it crashed the game)

Am I missing something in the code?

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~Ultrabi

One day I'll make a layout...
Originally posted by TheBiob
Judging by the ROM map's comments you don't want to use JSL $028A66 since that ends in RTS. You probably want to use $02889D instead.

Not using JSL does not work, also I attempted to use $02889D but did not work.

Originally posted by TheBiob
Also, I'm not sure what you're trying to do with $9A and $9C but that's not how you use them and if LDX #$???? is 16-bit you'll want to actually switch the index to 16-bit mode (Which btw isn't a good idea since that address you're writing to is only 8-bit)

$9A and $9C are needed, not adding them crashes the game, also setting to 16 bit also crashes the game (probably I ended up doing something wrong)

Originally posted by TheBiob
What you want to do is set the position in $98-$99 (Y position low and high) and $9A-$9B (X position low and high). Not sure why you'd want to edit $9C though since that's not even used in the routine.

As I stated earlier, using $98 and not using $9C crashes the game.

Don't take this as an offense, that's just the results I got attempting what you said. Also I'm trying to modify the code to make it work with what you said, sadly all of them ended up in a crash or no result at all.

But thanks for attempting to help :3

Once the code works I will send you the result, so you can analyse it to see by yourself what happens.

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~Ultrabi

One day I'll make a layout...
Originally posted by TheBiob
Well I looked at the code of the routine at $028A66 and $9C is never used and the registers A and X get overwritten anyway so unless I missed something* nothing you do before calling the routine actually affects the routine in any way.

Yeah I knew A and X get overwritten, but that was the only way I found out that didn't cause crash.

Originally posted by TheBiob
Also $9C which your writing to is a 8-bit address sooo...

That's why I couldn't write a 16-bit address... (this part is useless why is it saying it's needed on the ROM map wut.)


Originally posted by TheBiob
*Could be that I missed something because it's 3AM here but I'm pretty sure I didn't.

Hehe here it was 12PM :P



Originally posted by TheBiob
Tested it myself here is a working code:

Code
	LDA #$01
	STA $98 ; Y pos low
	STA $99 ; Y pos hi
	STA $9A ; X pos low
	STA $9B ; X pos hi
	JSL $02889D

Yep, it did work, but spawned the coin around Y=0 and X=14, so I'm trying to analyse my code to see if something else before affects this code.

Also MFG wrote the wrong addresses that's why I used $9A and $9C (tbh I got confused why $9C and not $98 when I saw it)

Originally posted by MarioFanGamer
Just remember that the spawning positions for both sprites are set in RAM $9A and $9C $98 and $9A (both are 16-bit, btw).

Edit: Wrote wrong addresses. #smw{-_-2}

No it's ok, it's normal to make mistakes #w{:>}

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~Ultrabi

One day I'll make a layout...
Pages: « 1 2 3 4 5 6 7 »
Ultrabi's Profile - Posts by Ultrabi

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