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Posts by Isocitration

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Originally posted by Forty2
Because S.N.N. is a terrible administrator, user, person, businessman, and sex partner.

Oh and this guy should totally be admin.

I feel honored, but I think I must respectfully decline such a notion.

Also, thanks to Absent Ministrator, I was able to find this thread! Gotta love the weird ones.
Hm... If you still really are accepting last minute sign-ups then I would be more than willing to participate. Been on this site for quite a while now so this seems like a good opportunity to actually contribute something!

I guess this video would be a good example of video and audio quality.
Personally I like the Pokey tileset for, well, the Pokeys, Monty Moles, and Lava Lotuses.

I also really like the Rex tileset for it's Timed lifts and Carrot Top lifts.

...And Diggin' Chuck's Rock and the Floating Spike Balls are probably some of my favorite sprites as well, so I suppose that tileset would be included too.
I'm going to go ahead and assume I didn't make the cut, but I would would like confirmation. I didn't get any criticism or anything, so I feel kinda left in the dark.

Sorry if this request is annoying or unneeded.
I used to watch it regularly a couple years back, but not so much anymore.

You kind of forget about it when it takes months for the next episode to be released.

Still, there were a few episodes that I really enjoyed.
Considering I've never really had a conversation with anyone on this site, there are a ton of users that I'd like to get to know.

Not that I've made a whole lot of effort to do that in the past however.
Hey thanks for the update. I never actually got that link so...

Yeah, it's reassuring to know progress was being made despite me thinking it was dying/dead.
If you wanted to change the music, this is probably what you're after:

Originally posted by ROM Map
$009724 (0x01924) is the intro screen (level C5) music.


Just change the byte at 01924 from 13 (the default Welcome SFX) to whatever level music you want.
Yep, you'll need to use Translhextion or some other hex editor. There's a good hex editing tutorial on this site, which is right here. That will pretty much clear up a lot of your questions on how to make hex edits, but I'll go ahead and list the steps on how to make this particular edit:

First, make sure to back up your ROM before editing. It's possible that you could screw up something important in the ROM, so this is just to be safe.

Then you'll need to open up Translhextion and open your ROM. From here press Ctrl+G (or go to Offset > Jump To...) and type "x01924" without quotes.

This should take you directly to that offset which should have a value of 13 at the moment. From there, change the 13 to any value you want by typing a letter or number while the blinking cursor is highlighted over it. For example, changing the 13 to 02 will change the music in the intro level to "Here We Go!" as heard in level 105.

After that, save the edits you made and test your ROM to make sure it worked!
I lurk pretty much all day. Just hoppin between a couple different sites waiting for something interesting to happen.

Yeah I'd say my time could be better spent on other things.
Hmm, I've been having a bit of trouble trying to figure out how to change the level you enter when you select the bonus icon on the map (trying to make "secret" levels or something similar).

I've been using this post as a guide, though it doesn't explicitly say what to do beyond moving the pointer tables for entrance and midring data to free space, which I have done.

So I guess my question is: how do I assign level entrance and midring data for each bonus icon?
I've been trying to figure out how to modify the thwomp sprite included with sprite tool to run the cape smash subroutine when it hits the ground. I had partial success when I put JSR $0294C1 (the rom address for the subroutine) in:

Code
;-----------------------------------------------------------------------------------------
; state 1
;-----------------------------------------------------------------------------------------

FALLING             JSL $01801A             ;apply speed
                    
                    LDA SPRITE_Y_SPEED,x    ;increase speed if below the max
                    CMP #MAX_Y_SPEED
                    BCS DONT_INC_SPEED
                    ADC #SPRITE_GRAVITY
                    STA SPRITE_Y_SPEED,x    
DONT_INC_SPEED
                    JSL $019138             ;interact with objects
                    
                    LDA SPR_OBJ_STATUS,x    ;return if not on the ground
					AND #IS_ON_GROUND
                    BEQ RETURN1
                    
                    JSR SUB_9A04            ; ?? speed related
                    
                    JSR $0294C1             ; Run the cape smash subroutine    
                    
                    LDA #SOUND_EFFECT       ;play sound effect
                    STA $1DFC    
                    
                    LDA #TIME_ON_GROUND     ;set time to stay on ground
                    STA FREEZE_TIMER,x  
                    
                    INC SPRITE_STATE,x      ;go to rising state
RETURN1             RTS                     


While that does indeed make the sprite run the subroutine when it lands, it appears to run every single frame and the thwomp never lifts itself back into the air.

So my question is: How do I modify the sprite to only run the subroutine for one frame each time it lands while allowing it to rise back up after it runs?
Thanks for the help Ladida! After changing JSR to JSL and adding PHX and PLX the sprite seems to work exactly as intended. (I guess the frame issue was just resulting from the bad code I had used before)
EDIT2: New problem new title

First post is pretty irrelevant now so just skip it.

So I was experimenting with a fishing boo disassembly and I was able to prevent it's flame from hitting the player while behind a net. (by default the flame hurts no matter which side you're on while the boo itself doesn't if you are behind the nets) So with that success, I tried doing something similar with a line-guided grinder disassembly. (using this sprite by the way) So here's basically what I thought would work:

Code
LineGrinderMain:

LDA $13		;
AND #$07	; every 8 frames...
ORA $1626,x	; if the sprite is moving...
ORA $9D		; and sprites are not locked...
BNE NoSound	;
LDA #$1A	; play the ticking sound effect
STA $1DF9	;
NoSound:	;


LDA $13F9       ; player goes behind layer flag \
CMP #$00					|
BEQ DONOTHURT					| stuff I added
JSL $81A7DC  	; interact with the player	|
DONOTHURT:					/

JSR GrinderGFX	; draw the sprite

; progress directly to the line-guided sprite handler routine


So what happens is it checks if Mario is behind the layer and proceeds to the sprite/Mario interaction routine if it's true (I think). Well what actually happens is the player never interacts with the grinder regardless of whether they are in front or behind the net.

I'm not really sure what I'm doing wrong since this is fairly similar to something I've already done. Any help would be appreciated!

EDIT: Nevermind. I was able to do what I wanted by using $1632,x instead to just have it be behind the scenery.
Ok new problem. I recently used a patch that enables the use of line guide tiles on other map16 pages. (using this patch)

The actual issue is, the sprite I linked in the previous post is apparently not affected by that patch at all. Anyone know how I can have the line-guided grinder disassembly be able to use line guides on other map16 pages?
I've been on this site for a pretty long time, but I've never really done much during my stay. I've started a few hacks here and there, but never really felt I had created enough to be worth sharing. I guess this is the first time I've created something of decent quality that has enough content to be released in some form.

So about a year ago I started working on this. I was able to create the entire first world in a few months, each level taking me about a week to complete. Then I stopped for a while, but resumed 6 months ago and created the first two levels in world two. Since then, I haven't really made any more, but I would really like to continue and I think sharing what I've done and getting feedback might inspire me enough to create some new content!

Anyway, on to the actual game. It is an unnamed Yoshi's Island hack containing 11 levels (1-1 to Extra 1 plus 2-1 and 2-2). The focus is primarily on level design and puzzles, which are often required for 100%. Difficulty wise, I'd say it starts about mid-game of the original. Since this was my first foray into SMW2 hacking, the levels naturally start out fairly simple, but quickly become more intricate as my knowledge of the engine increased.

Here, have an ips: ~Download~

Have some screenshots as well:







If that's not enough for you, I also recently uploaded videos of each level in this playlist: Videos

You could also watch those videos if you can't figure something out I suppose.

Some things to be aware of while playing:
-The boss of 1-4 is certainly not what it will be (theoretically) in the final version
-I haven't created the graphics for the boss of 1-8 yet
-I'd advise against entering Bonus 1, since it currently just leads to level 00 (was trying to add Secret levels like in the GBA version, but couldn't get it working)

Otherwise, enjoy!
Honestly I'm not big on calling it SMW2 either. I guess I'm just kinda used to other hacks of the game being called that (SMW2+ and NEW!SMW2 come to mind).
Thanks guys! As for a name, I still really have no idea. Same goes for a plot, but that's not really my forte anyway (and probably unnecessary in YI), so I'll probably just wing it!
Here is my situation. One of my levels utilizes P-balloons, and in this level, certain P-balloons are placed to hinder the player while others are helpful. My first thought was that I could just use a disassembly of the P-balloon and change the graphic/palette to something else to distinguish it from 'normal' balloons. However, since a P-balloon disassembly does not seem to exist at the moment, I've been trying to come up with some workarounds utilizing level ASM.

So then I thought maybe I could utilize the extra bit of the P-balloon to distinguish it from the normal one. Then I could probably use exanimation to have it display some alternate graphics when on screen. Is there a RAM address that is related to extra bits? I looked in the RAM map but didn't find anything, but I read that such an address does exist for custom sprites (or perhaps I misunderstood what it meant).
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