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Posts by RollingRigatonis
RollingRigatonis' Profile - Posts by RollingRigatonis
Pages: « 1 2 3 4 »
Request name: Randomized Item
Type: Sprite
Description: A sprite that changes into either a Mushroom, Fire Flower, Cape Feather or a 1UP upon entering the level. I feel something like this would be really good for bonus games/bonus rooms.

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Don't eat the sandwich
I am using the Bomb_Koopa.asm from the Spritetool download for a project that may or may not see the light of day, however I have one issue with it. I have no idea how to make it stay on ledges.

I have tried using the cfg editors, however they do not have the "stay on ledges" selection. I have also tried inserting in code from a few other ASMs which only broke the sprite every time. Is it actually possible to have this specific custom sprite stay on ledges?

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Don't eat the sandwich
I am attempting to disable the flashing color effect of the throw blocks, however, the shattering still has the flashing color effect. Is there any sort of way to fix this?

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Don't eat the sandwich
Tried it and doesn't appear to work. The shattering now appears at the bottom right corner of the screen and still has the flashing color effect to it.

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Don't eat the sandwich
Tested it out and it worked. Thanks for the help!

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Don't eat the sandwich
Okay so I am trying to utilize the unused coin bonuses (Those bonuses you can get from bouncing on wigglers enough times).

I tried each one of the values and ran into some issues I can't fix.


x5 is glitched, I can't remap the graphics except for the coin. Its not even pulling from sp1/GFX00. It also adds 7680 points to the score when its only supposed to give the 5 coins.


x10 looks fine but it gives 2560 points along with the coins.

x15 is a reverse of x10, gives off only the coins as it should but the graphics are glitched and aren't being pulled from sp1.

x20 is the only one that works perfectly and does what its supposed to do, no points and no graphical glitches.


And lastly x25 is upside down and gives off a ridiculous amount of points.

Is there a way to correct the issues with these? Additionally I tested the 5up fix patch which seems to fix the graphical problems, but it doesn't fix the random points that get added to the score.

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Don't eat the sandwich
Okay so I did some digging through the rom map and it appears coin bonuses x5, x10 and x25 are using the data stored for the point rise speed and OAM indexes for score sprites.

Is there a way to negate this effect without messing with the point rise speed or OAM indexes?

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Don't eat the sandwich
I was wanting to know if there is a way to make powerups like the Mushroom, Fire Flower, etc. spawn out of the ?-Blocks the same way as P-Switches or Springboards where it launches out with a puff of smoke. The graphics I'm using for the ?-Blocks are themed to look like treasure chests and it doesn't look right when it spawns powerups outside of the Feather.

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Don't eat the sandwich
*bumping this*

Tried searching for specific values and have had no luck.

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Don't eat the sandwich
Request name: Hopping Bouncy Enemy

Type: Sprite

Short description: An unused enemy from SMB3 that wanders around and occasionally jumps, the player will be bounced upward upon contact from any side except the bottom.

Resources: None, original doesn't have graphics. Could have it mapped to use the Goomba graphics

Links:

Long description: It walks around like normal, but will randomly stop for a bit before jumping anywhere between two tiles high or five tiles high. Sometimes when it stops, it won't jump at all but will just continue walking. It will also change direction at random similar to an NPC sprite. Running into it or jumping on it will send the player upward by at least two tiles, the only way it can harm you is if you touch the bottom of the sprite and the only way the player can defeat it is by using shells, fire, cape or a star.

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Don't eat the sandwich
I'm trying to disable the horizontal movement of just the Mushroom and 1up and everything I've tried simply just isn't working.

The hex edits featured of the ROM Map are of no help to me, as they disable movement for several other sprites. I've also tried applying this patch and it doesn't work either. It makes the mushroom stop moving, but it doesn't for the 1up and its generally a broken mess that crashes the rom when certain sprites appear onscreen (Fire Flowers and Para-Goombas for example).

Is there a way to disable the movement for Mushrooms and 1ups that doesn't conflict with any other sprites?

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Don't eat the sandwich
I was aware of that, however I was wanting to see if it would be possible to modify the original sprites without having to swap them out with custom ones.

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Don't eat the sandwich
So I'm trying to make it where completing a level causes the level tile to be replaced with another level tile on the OW. I've tried using the Layer 1 Event Editor Mode and it doesn't work, it only lets me use level 0 and it won't overwrite the level tile I place it over. Is there a way to properly achieve this?

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Don't eat the sandwich
The ladder was what I was trying to pull off, having it change the level number, though I have no idea how to pull it off in ASM. Is there a public code available for this?

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Don't eat the sandwich
Oh. My issue with that, however, is that I don't have any experience in making patches or ASM files that edit RAM addresses.

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Don't eat the sandwich
Is there a way to have the Fire Flower upon touch play the "puff of smoke" animation like the Cape instead of the palette flashing animation?
I've tried modifying the hex code for this numerous times to no prevail.

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Don't eat the sandwich
Hey so I'm using separate graphics for both players, and as a result, things like the invincibility flashing from the star and the grabbing fire flower animation look rather bad.

Is there a way to separate the player 1 palettes from player 2? If not, would it be possible to have the grabbing fire flower animation replaced with the cape feathers smoke effect?

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Don't eat the sandwich
Would it be possible to change the speed of Layer 2 Scroll (Sprite EA)? I'd like to have it go faster for what I'm using it for.

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Don't eat the sandwich
*bumping this*

I still haven't found a way to achieve this. If it's not possible, would it at least be possible to keep player palettes separate from each other?

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Don't eat the sandwich
I was wanting to do it with the original ingame code as I'm not good with editing asm files. I did try using a hex editor to copy over several values which did give off the desired effect I'm wanting but it also caused game breaking glitches.

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Don't eat the sandwich
Pages: « 1 2 3 4 »
RollingRigatonis' Profile - Posts by RollingRigatonis

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