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Posts by Rogkun
Rogkun's Profile - Posts by Rogkun
Pages: « 1 »
Hello all,

I'm having an issue with Toadstool. In the chandelier fight scene with Bowser, I have her sprite behavior set to floating (which looks cute, reminds me of DK in DKC2). However, on a very specific moment- after Bowser throws his hammer and strikes the Kinklink next to Mario, IF Toadstool is rising up during the floating animation she'll soar into the sky- never to return.

For whatever reason, this specific Sprite Behavior can trigger this event of her rising into the ether.

I've spent many hours looking through the animation scripts and event scripts, but I can't seem to isolate why she leaves battle like this. Any solution that keeps her in place will work for me.

I'm new to this sort of thing, and I have a very, very hard time understanding memory addresses and such (after reading all the available material with Lazyshell and what small bit I can find here).

Any help would be very much appreciated. Thank you.
I'm not sure if that's the case, and I'll try to explain why:

Toadstool is floating normally during Bowser's entire rant on the chandelier, when the chain snaps, when he falls with it, and even when he throws the hammer (a newly created item in the field). For whatever reason, it happens the moment AFTER the hammer bonks the chain and causes it to snap and Mario jumps.

In terms of sprite activity, this is nothing different than before. Overlapping sprites, sfx audio ques, fast moving targets, etc. This also doesn't cover the fact that this isn't present when Toadstool floats downward during the snap: she will freeze in place and stop floating entirely. If it were true that she would continue in a direction, that would mean that she would descend into the bottom of the screen- yet she doesn't. (unless there is a safeguard in the behavioral ai)

From HOURS of process-of-elimination with deleting values, running simulations, and just eyeballing effects, I've discovered where its being affected:

- Inside the Animations Section (Battle Events {001})
- Isolated instance in: Sprite Queue [$3AA8F2] (Sprite = target #0)
- Inside here you'll find Bowser's whole dialogue, including the moment he says "Coming, mario?" and throws his hammer.
- The object value for the HAMMER is located here as well: Object Queue [$3A8AC0, AMEM $60] index=2
- Located inside I found the hammer's audio ques, including values for its sprites.
- There is a "jump to subroutine" command in here.
- Inside it is using: Set AMEM $68 bits 6

Now, if I turn THAT off, she continues to float in place- however, the event hits a wall and cannot progress past the point where Mario is hanging off the chandelier (peaches "Fight, Mario! FIGHT!!!" dialogue also does not happen).

Honestly, I know I've spent WAY more time than I needed to JUST to get Toadstool to wiggle for me- but I have to admit this is a puzzle that's been biting at me for a while. I wouldn't even mind being able to turn off the wiggling the moment the battle ends, but I'm not sure what value to change.

Something tells me its shared in that specific table. At least, I can't find it referenced anywhere else.
Pages: « 1 »
Rogkun's Profile - Posts by Rogkun

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