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Posts by 00frank
00frank's Profile - Posts by 00frank
Pages: « 1 »
So, I've been working on an easy/medium kaizo hack in my spare time for the last few months (i'm almost done I promise) and I'm wondering if there's some sort of standard for jump indicators like this:

Right now, the earlier levels have lots of this, whereas the later levels have literally none. Is this too confusing or should I expect the people who have reached that point to be able to figure it out?

Thanks Guys!

FYI my first post on the site, I have been stalking the site for a while though. Can't wait to submit this hack once it is finally done!

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Alternative name: Frank (i don't really mind)
I think i'll try to avoid overly targeted shell jumps so that shouldn't be an issue, but i have got one or two semi-blind jumps so i'll keep them indicated.

I'm using blue coins for blind spin jumps and normal coins for other direction; plus a few SMM SMW arrows for directional item throws.

I'll probably put only absolutely critical indicators in for the last five levels. I think part of the fun is working out the strat for each section.

Thanks for the reply. I'll go back through my levels and double check that I haven't left any blind jumps without indicators.

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Alternative name: Frank (i don't really mind)
Hey guys, I'm currently in the process of testing my ~30 exit kaizo hack and I've noticed that after beating a few levels, Mario's sprite on the overworld will have a halo (see image).

EDIT: why is the img tag not working lol.
http://ibb.co/865YsJt

I'm not actually sure what triggers this in the original game so I would like to know that, but also if there are any known fixes, as this also changes Mario's animation to a still picture. I have tried deleting the tile in GFX10.bin and that removes the halo, but the animations obviously remain.
I've also searched for 'halo' in the ROM/RAM map but its rather empty.

Any help would be appreciated.
Thanks guys!

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Alternative name: Frank (i don't really mind)
Thanks for the response, however I already have a NOP #3 (EAEAEA) in place there. Shouldn't that accomplish the same thing?

Also, this might sound dumb but my ROM is SA-1, do you know what the 6 digit bank-address for the lives 0DBE is so I can view it in the snes debugger? I never figured out the conversion.

EDIT: I tried setting $6DBE (current lives) to #$30 at gamemode_init_E and D (overworld) but no dice. I'll try the db $AD patch next.

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Alternative name: Frank (i don't really mind)
I am using the retry-v2.06a patch for fast retry but I set !lose_lives in the retry_table.asm to $00 which should disable losing lives.

I did change the gamemode_init_14 to set the lives to $30 and I haven't seen the issue since then, so ¯\_(ツ)_/¯

I'll update if I see the issue again.

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Alternative name: Frank (i don't really mind)
Yikes dude its still happening! :O
Does anyone know where the halo code is on the overworld so I can NOP it? Also has anyone else had this problem with retry.asm?

EDIT: Ok so I looked at the ROM map and I found that it says to set the code that Decs the lives to some hex instead of nop 3. It looks like a JMP so maybe it will be fixed now.

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Alternative name: Frank (i don't really mind)
Pages: « 1 »
00frank's Profile - Posts by 00frank

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