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Posts by Masashi27
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ok... I've finished making the sprite but yeah..
The error has been encountered...

Well, here's the whole entire ASM↓ please check it out what I did wrong :D

This is what I've got from temp.log:
Error in 64.1/55: Symbol does not exist (Line 55)
Error in 72.1/62: Symbol does not exist (Line 62)
Error in 87.1/76: Symbol does not exist (Line 76)
Error in 253.1/204: Invalid symbol name (Line 204)
-------------------------------------------
NoFlip
LDA $1528,x ;k.. if John's HP is greater/equaled.. ←LINE 55!!!!
CMP #$04 ;than/to 4..
BCS InitialSpeed_Spawns_1 ;Go to there :D
LDA $1528,x ;If John's HP is lesser
CMP #$04 ;...than 4
BCC FinalSpeed_Spawns_2 ; Brach :P
LDA $1528,x ;If John is..
CMP #$00 ;Dead! :O.. ←LINE 62!!!!
BEQ MarioWins ;YAY :D
BRA RETURN
-----------------------------------------
InitialSpeed_Spawns_1
LDY $157C,x ;Load Y $157C,x crap..
LDA XSPEED1,y ;Load John's initial speed comma y
STA $B6,x
LDA #$10
STA AA,x
JSL $01802A ;store the speed
LDA $1540,x
BNE NoSpawn
JSR GENERATE_SPRITE_1 ;Generate Green Koopa
JSR GENERATE_SPRITE2 ;Generate Pitchin Chuck ←LINE 76!!!!
LDA #$FF ;/
STA $1540,x ;|... in every 255 frames, spawn sprites
BRA RETURN
-------------------------------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;sprite interaction ←LINE 204... WHAT THE...????? >:'(
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

SPRITE_INTERACT LDY #$0B ;
LOOP LDA $14C8,y ; \ if the sprite status is..
CMP #$09 ; | ...shell-like
BEQ PROCESS_SPRITE ; /
CMP #$0A ; \ ...throwned shell-like
BEQ PROCESS_SPRITE ; /
NEXT_SPRITE DEY ;
BPL LOOP ; ...otherwise, loop
RTS ; return

PROCESS_SPRITE PHX ; push x
TYX ; transfer y to x
JSL $03B6E5 ; get sprite clipping B routine
PLX ; pull x
JSL $03B69F ; get sprite clipping A routine
JSL $03B72B ; check for contact routine
LDA $1528,x ;Load Sprite's HP
DEC A ;Decrease one HP if shell is hit
LDA #$28
STA $1DFC ;Make the "bonce off chuck" sound effect
BCC NEXT_SPRITE ;

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------

What did I do wrong?
Please help me!! Thank you very much!! sorry for the long reply :'(
oh yeah..
sorry 'bout that :'(

ok so.. according to temp.log,

Line Number 60: Symbol does not exist
Line Number 74: Symbol does not exist
Line Number 207: Invalid Symbol name

I've actually annotated the errors. Check the asm that I provided ;)

Thank you :D
Sorry for butting in..
I really need a help for my new sprite :'(

I've already finished programming it..
But the error encounters when I compile it (wil mikeyk's sprite tool v1.40)..

Ok, so I've taken Mikeyk's advice and abort compiling..
and then, I checked "temp.log"...

Actually check this thread please...

PLEASE help me!! >.<
I really need a help.. or else I can't continue hacking... I will be stuck doing this forever and I don't want that to happen!! >.<

Thank you!!!
No it's not lacking..
I just didn't provide "GENERATE_SPRITE_1 e.t.c..."

Well, it still doesn't work -.-"

Temp.log says:
Error in 57.1/48: Symbol does not exist
Error in 250.1/201: Invalid symbol name

ok.. line 48 and 201.. let's have a look :/

Code
LDA $1588,x ;sprite touching a wall?
AND #$03 ;Nopez :3
BEQ NoFlip ;Then, branch to NoFlip.. mm.. kay? :/
LDA $157C,x ;okay Bob Jones! so, he's touching a wall
EOR #$01 ;let's flip baby! XD
STA $157C,x ;kthnx.. flip'd :D
BRA NoFlip


okay, the bold line is the line number 48..
huh? how could that be wrong? :/

Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;sprite interaction
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

SPRITE_INTERACT	    LDY #$0B                ; 
LOOP		    LDA $14C8,y             ; \ if the sprite status is..
		    CMP #$09                ;  | ...shell-like
		    BEQ PROCESS_SPRITE      ; /
		    CMP #$0A                ; \ ...throwned shell-like
		    BEQ PROCESS_SPRITE      ; /
NEXT_SPRITE	    DEY                     ;
		    BPL LOOP                ; ...otherwise, loop
		    RTS                     ; return

PROCESS_SPRITE	    PHX                     ; push x
		    TYX                     ; transfer y to x
		    JSL $03B6E5             ; get sprite clipping B routine
		    PLX                     ; pull x
		    JSL $03B69F             ; get sprite clipping A routine
		    JSL $03B72B             ; check for contact routine
                                            BCC NEXT_SPRITE         ;
                                            DEC $1528,x ;Decrease 1HP
                                            LDA #$28
                                            STA $1DFC ;Make the "bonce off chuck" sound effect
		    RTS


The line that is highlighted as green is the line number 201...

ok.. What the??? line 201 is nothing X'(
My sprite tool is glitching?? Or what..?? why is that happening?

Please reply >.<

Thank you very much! :D
ok 57 and 250...

Code
NoFlip
JSR SPRITE_INTERACT
LDA $1528,x
BEQ MarioWins ; Go to MarioWins if Health is 0
CMP #$04 ; Compare to 04
BCS InitialSpeed_Spawns_1 ; Branch if greater than 4
BRA FinalSpeed_Spawns_2 ; Else go here (this label is not defined)


Bold line is the line "57"
Anything wrong? :s

Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;GraphicsRoutine
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Properties
dcb $47,$07

TILEMAP
dcb $40,$42,$60,$62
dcb $40,$42,$60,$62

YDISP
dcb $F0,$F0,$00,$00
dcb $F0,$F0,$00,$00

XDISP
dcb $10,$00,$10,$00
dcb $00,$10,$00,$10

Graphics
JSR GET_DRAW_INFO

$157C,x
STA $02 ;LINE 250
BNE NoAdd
LDA $03
CLC
ADC #$04
STA $03

NoAdd
PHX
LDX #$03

Loop
PHX
TXA
ORA $03
TAX

LDA $00
CLC
ADC XDISP,x
STA $0300,y

LDA $01
CLC
ADC YDISP,x
STA $0301,y

LDA TILEMAP,x
STA $0302,y

PHX
LDX $02
LDA Properties,x
ORA $64
STA $0303,y
PLX

INY
INY
INY
INY

PLX
DEX

BPL Loop

PLX

LDY #$02
LDA #$03

JSL $01B7B3
RTS


Bold line is the line "250"

hmm.. by the way, the sprite is 32x32 tile big.

Thank you for helping guys ;)
yoshicookiezues, should I post the entire code here?
well I have the label "MarioWins" in the actual .asm file.
I just didn't provide that label here.

well, here's the MarioWins label

Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;Mario Winz! ya~~~~~y! :D
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

STZ $14C8,x ;Erase John :'(.. awww
LDA #$5B
STA $1DFC ;Fire works SFX
LDA #$64
STA $1540,x ;wait for 100 frames
LDA #$FF
STA $1493 ;goal :D
LDA #$0B ;Passed Boss theme
STA $1DFB
BRA RETURN ;RTS'd


157C,x is not a valid code?? wha?? : O??
why? The address "157C" is used to flip sprite's direction..

Originally posted by yoshicookiezues
Please note that the line numbers outputted by Spritetool are almost never completely correct; you should always check the lines just around the ones pointed out.

↑Yep I know that :P
alright, the compiling went okay, but when I play the actual level, the game freezes (makes a random weird noise + black screen)..

You know what, I'm just gonna post the entire asm file..

check this out.

Correct my errors please >_<

I really have to move on.. :'(

I will of course wait patiently so..

Thank you very much everyone! :D
okay, thanks for the reply..

But hmm.. it still doesn't seem to work :/

well I changed a few things..

Code
NoSpawn
JSL $018032 ;interact with other sprites...
BRA RETURN


↑Made that sub-routine address reachable.

Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;Mario Winz! ya~~~~~y! :D
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

MarioWins
STZ $14C8,x ;Erase John :'(.. awww
LDA #$5B
STA $1DFC ;Fire works SFX
LDA #$FF
STA $1493 ;goal :D
LDA #$0B ;Passed Boss theme
STA $1DFB
BRA RETURN ;RTS'd

↑Erased "wait for 255 frames" codes..

Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;Generate Sprite 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

RETURN67    
RTS        
GENERATE_SPRITE_1          JSL $02A9DE             ; \ get an index to an unused sprite slot, return if all slots full
                    BMI RETURN67            ; / after: Y has index of sprite being generated

                    LDA #$08                ; \ set sprite status for new sprite
                    STA $14C8,y             ; /


                    LDA #$04             ;generate green koopa
                    STA $009E,y
                    
                    LDA $E4,x               ;\ set x position for new sprite
                    STA $00E4,y             ;  |
                    LDA $14E0,x             ;  |
                    STA $14E0,y             ; /
                    LDA $D8,x               ;\ set y position for new sprite
                    STA $00D8,y             ;  |
                    LDA $14D4,x             ;  |
                    STA $14D4,y             ; /

                    LDA $157C,x             ;  |
                    STA $157C,y             ; /

                    LDA #$18 ;|
                    STA $1DFC ;\ SFX

                    JSL $07F7D2
                    RTS

↑okay I included "JSL $07F7D2 and a return code" in the generate sprite routine. Is that the correct way to code it?

I think... my graphics routine is fine.. I hope :s
Okay.. I've finished making a new sprite..
The sprite is 32x32 tile big with no animation.
the sprite moves back and forth, spawning 2 sprites in every 255 frames..

Compiling went okay but when I enter the level with this sprite, the screen goes black and it makes a weird, random noise..

Can anyone help me please??

Thank you very much!

Sprite asm file → ASM
Originally posted by CreationProblematic
And, yes, it's basic SMW hacking.


totally agreed.. -.-"

Well, I'm glad that you solved your problem ; )

good luck!
Code
LDA #$03
STA $19


try that.. insert that as a generator :)
Okay I want my boss sprite to decrease its HP when a shell is thrown at him.

Code
SPRITE_INTERACT	    LDY #$0B                ; 
LOOP		    LDA $14C8,y             ; \ if the sprite status is..
		    CMP #$09                ;  | ...shell-like
		    BEQ PROCESS_SPRITE      ; /
		    CMP #$0A                ; \ ...throwned shell-like
		    BEQ PROCESS_SPRITE      ; /
NEXT_SPRITE	    DEY                     ;
		    BPL LOOP                ; ...otherwise, loop
		    RTS                     ; return

PROCESS_SPRITE	    PHX                     ; push x
		    TYX                     ; transfer y to x
		    JSL $03B6E5             ; get sprite clipping B routine
		    PLX                     ; pull x
		    JSL $03B69F             ; get sprite clipping A routine
		    JSL $03B72B             ; check for contact routine
                                            BCC NEXT_SPRITE         ;
                                            DEC $1528,x ;DEC his HP -.-
                                            LDA #$28
                                            STA $1DFC ;Make the "bonce off chuck" sound effect
                                            RTS


well, well :/
When I throw a shell at him the sound works fine but he never dies..
Is that the correct way to decrease his HP?

Please help me.. I've been trying to solve this problem for about a week..

Thank you
yes
Yes.. of course.

check this asm file please =)

Thank you ;)
@KilloZapit: Yeah I think the DEC code is alright. I hope... :( What do I need to fix?
hmm... it still doesn't work :s
Is the sprite tool glitched or some thing?
Originally posted by KilloZapit
Does it play the sound when a shell hits?


yes.. it does :)
But the HP is not decreased properly...
CHECK THIS!!1!1

sorry for the late reply but check that video please.
I uploaded that today.

I hope someone helps me...

thank you very much
Originally posted by Majora252
Originally posted by ChaoticFox
Could you maybe explain the sprite making part a little better? I don't understand how to set up the tiles.


Offtopic:I've finally returned!!!

Ontopic:
Originally posted by Iceyoshi

Originally posted by Iceyoshi
To draw sprites on the screen:

You either draw an 8x8 tile, or 16x16 tile. (For 8x8, write small in the last tag and for 16x16, write big).

Anyway, first you write the X co-ordinate. 00 being the most left, and F0 being the most right. The value MUST end in a zero.

For the Y co-ordinate, you either write from 06-F6 (must end in an 06!). 06 being the most top, F6 being the most bottom.

Then there's a tile number - use the 8x8 editor for reference here. For a 8x8 tile, you can directly write the tile number. For a 16x16 sprite, you specify the top-left tile only.

After that, you write the YXPPCCCT byte for the sprite. Y = vertical flip, X = horizontal flip, PP = priority bits, CCC = palette # and T is the graphics page. These are in binary, so convert it back to hex when you're done.

The last tag is for the tile size. I said said earlier, writing small makes it an 8x8 tile, and writing big makes it a 16x16 tile.


If you follow that, then this is what it would be:

[sprite=1](0,06,00,0)

That should draw it.

The first 0 is the x position, the second is the Y position,the third is the tile number, and the 4th is the YXPPCCCT.

If you want to draw a 16x16 tile, than you'd out the word "big" at the end.


So if we wanted to draw a mushroom in the top right corner, we'd do this:

[sprite=1](0,06,24,4)(10,16,25,4)(20,26,34,4)(30,36,35,4)

That would draw a mushroom in the top-right corner. But that's using indivisal 8x8 tiles.
Because a mushroom is 16x16 (made out of 4 8x8 tiles), you could do it a lot quicker, like this:

[sprite=1](0,6,24,4,big)



That's from Majora252's (and iceyoshi's) VWF cutscene tutorial!
I hope that helps =)
Hey SMW central =)

Could I ask you guys how to disable the movement of mushroom?
I know that it has something to do with hex editing (I'm not a hex editing n00b so don't worry lolz).

I've been looking through the Rom Map for a while but I couldn't find the answer.

It would be awesome if you guys could answer this question :)

Thanks ppl! =D
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