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Posts by Hayashi Neru

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Why can not I insert this music?
I tried to put this music.
Super Mario Galaxy - Buoy Base
Super Mario 3D World - Main Theme
There are more than this, but they all use samples.

Code
Globals:
01  originals\01 Miss.txt
02  SMB3\SMAS, SMB3 - Game Over.txt
03  originals/03 Boss Clear.txt
04  originals/04 Stage Clear.txt
05  Other\SMAS - Starman.txt
06  SMB3/SMAS, SMB3 - Toad's House & P-Switch.txt
07  originals/07 Keyhole.txt
08  originals/08 Iris Out.txt
09  originals/09 Bonus End.txt
Locals:
0A  originals/10 Piano.txt
0B  originals/11 Here We Go.txt
0C  originals/12 Water.txt
0D  originals/13 Bowser.txt
 ⦙  ≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈
1E  originals/30 IntroScreen.txt
1F  originals/31 Bowser Scene 2.txt
20  SMG/SMG - Buoy Base (SMW-compatible).txt


Code
SMG/SMG - Buoy Base (SMW-compatible).txt: Echo buffer exceeded total space in ARAM by 0x0300 bytes.


※ I can not insert a 6MB ROM without any patches other than the SA-1 patch
※ Of course, I also put the brr file in the Sample folder.
※ Of course, I have heard this music from another rom.
Ok.

※ Changing '#optimized' to '# optimized2' is effective. I found this to look at other MML files.
Code
#optimized2
{
	"optimized/00 SMW @0.brr"!
	"optimized/01 SMW @1.brr"!
	"optimized/02 SMW @2.brr"!
	"optimized/03 SMW @3.brr"!
	"optimized/04 SMW @4.brr"!
	"EMPTY.brr"
	"optimized/06 SMW @22.brr"!
	"optimized/07 SMW @5.brr"!
	"optimized/08 SMW @6.brr"!
	"EMPTY.brr"
	"optimized/0A SMW @9.brr"!
	"optimized/0B SMW @10.brr"!
	"optimized/0C SMW @13.brr"!
	"EMPTY.brr"
	"optimized/0E SMW @29.brr"!
	"EMPTY.brr"
	"EMPTY.brr"
	"EMPTY.brr"
	"optimized/12 SMW @15.brr"!
	"EMPTY.brr"
}

Addmusic_sample groups.txt
(However, $ f1 $ 03 $ A0 $ 01 → $ f1 $ 03 $ A0 $ 00 is useless)
Original SMW ROM(Not japanese version) → SA-1 Patch(with Asar 1.5 because Asar 1.6 is don't work.) → AddMusicK 1.0.6 → powerup.asm(With Asar 1.6) → PIXI 1.2.3(1.2.2 is don't work) → Edit rom's level(If not, insertion is impossible.) → GPS 1.3.1 → Flot error message
Error message:
Code
main.asm:21: error: don't autoclean a label at the end of a freespace block, you'll remove some stuff you're not supposed to remove. [autoclean dl acts_like_1]


Can fix this?

Of course, I copied the powerups_files folder and powerup_defs.asm and pasted them into the GPS folder.

※non SA-1 rom is normal operation.
Please upload videos to install this patch on YouTube. Thank you very much.
I do not understand the first and fifth items in ReadMe.
(I'm very sorry if this is a stupid and lazy request.)

+Is this patch compatible with Custom Power up?
1-up mushroom is broken
(Including Goal 1up mushroom and Yoshi's egg)
⒈Is there a way to keep the player in big condition when the Health Meter becomes 1?

Custom power up 3.1.1 When you apply the patch, HP will not charge when eat mushrooms.
Can I put HP charge items in other ways? (It does not matter whether mushrooms.)

As shown in this image, I would appreciate it if you let me know how to get the HP bar of SMB2 to appear in the Minimalist status bar.
(The one on the right can be created.)

 ❤️❤️♡・・・・・・ 🔘🔘🔘🔘🔘 ⏰=300 🔘×   101 

=15 and (🍄) is removed

Code
LDA #$28
STA $0F30|!base
RTS

.StatusTiles
db $FC
db $3D,$3D,$3D,$3D,$3D,$3D,$3D,$3D,$3D		;Health
db $FC
db $FC,$FC,$FC,$FC,$FC
db $FC
db $76,$77,$27,$27,$27				;time
db $FC
db $2E,$26,$27,$27,$27,$27,$27,$27		;coins
db $FC

.StatusProps
db $20
db $2C,$2C,$2C,$2C,$2C,$2C,$2C,$2C,$2C		;Health
db $24
db $24,$24,$24,$24,$24
db $24
db $20,$20,$24,$24,$24				;time
db $20
db $24,$20,$20,$20,$20,$20,$20,$20		;coins
db $20
Code
if !player
	;LDX #$00		;Hearts
	;LDA $0DC5|!base
	;DEC A : STA $00
	;-
	;LDA #$3E		;Unfilled Hearts
	;LDY $00 : BPL +
	;LDA #$3D		;Blank
	;+
	;STA !player,x
	;DEC $00 : INX
	;CPX #$09 : BCC -	;# of Max Heart to stop display


	LDX #$00		;Hearts
	LDA $0DC4|!base
	DEC A : STA $00
	-
	LDA #$3F		;Filled Hearts
	LDY $00 : BPL +
	LDA #$3E		;Unfilled Hearts
	+
	STA !player,x
	DEC $00 : INX
	CPX $0DC5|!base : BCC -	;# of yoshi coins needed to stop display
endif
I would appreciate if you resolve the bug and stop this project. Otherwise this becomes an incomplete work.
You do not need to answer this question now.
And the patch is not compatible with custom powerup patches.
I have patched this code.
Code
org $029F99
	db $00,$00,$00,$00,$00,$00,$00,$00
org $029FE4
	db $01

However, the fireball moved diagonally down, not straight.
Like this block.
Code
		LDA #$00		;\set flag.
		STA $7FC078		;/


This code is working nomaly in non SA-1 ROM.
But My hack is SA-1.
so I changed this code
Code
		LDA #$00		;\set flag.
		STA $41C078		;/

But this code is not working in SA-1 ROM

Green box : This tile is hidden when the manual is 1, and appears when the manual is 0.
※ This tile is Layer 1, and behind this tile is Layer 2 of the same shape. This tile also covers Mario when visible.

Red circle: Set the manual to 0.

Blue circle: Set the manual to 1.

※ There is a hard-coded path between the two blue circles.

So I wrote this UberASM code.

Code

main:
	REP #$20				; \
	LDA $1F17|!addr				; | If the player's OW x position is equal to ...
	CMP #$0138				; |
	SEP #$20				; |
	BNE Label_01				; /
	REP #$20				; \
	LDA $1F19|!addr				; | If the player's OW y position is equal to ...
	CMP #$01C8				; |
	SEP #$20				; |
	BNE Label_01				; /
	JMP Turn_On
Label_01:
	REP #$20				; \
	LDA $1F17|!addr				; | If the player's OW x position is equal to ...
	CMP #$0138				; |
	SEP #$20				; |
	BNE Label_02				; /
	REP #$20				; \
	LDA $1F19|!addr				; | If the player's OW y position is equal to ...
	CMP #$0168				; |
	SEP #$20				; |
	BNE Label_02				; /
	JMP Turn_On
Label_02:
	REP #$20				; \
	LDA $1F17|!addr				; | If the player's OW x position is equal to ...
	CMP #$0128				; |
	SEP #$20				; |
	BNE Label_03				; /
	REP #$20				; \
	LDA $1F19|!addr				; | If the player's OW y position is equal to ...
	CMP #$0198				; |
	SEP #$20				; |
	BNE Label_03				; /
	JMP Turn_Off
Label_03:
	REP #$20				; \
	LDA $1F17|!addr				; | If the player's OW x position is equal to ...
	CMP #$0188				; |
	SEP #$20				; |
	BNE Result				; /
	REP #$20				; \
	LDA $1F19|!addr				; | If the player's OW y position is equal to ...
	CMP #$0198				; |
	SEP #$20				; |
	BNE Result				; /
	JMP Turn_Off
Turn_On:
	LDA #$00				; \ Turn Custom Animation trigger 0 switch ON...
	STA $7FC078				; /
	rtl
Turn_Off:
	LDA #$01				; \ Turn Custom Animation trigger 0 switch OFF...
	STA $7FC078				; /
	rtl
Result:
	rtl


By the way, this code does not work. What's wrong with this code? I would appreciate it if you could find the wrong part.