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Posts by Cryses96

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How do you know if it is a InitCode or a MainCode ?
I tried to patch that Code with UberASM. It works but my Grapfics got glitchy.
Code
Init:
	REP #$20
	LDA #$3200
	STA $4330
	LDA #.RedTable
	STA $4332
	LDY.b #.RedTable>>16
	STY $4334
	LDA #$3200
	STA $4340
	LDA #.GreenTable
	STA $4342
	LDY.b #.GreenTable>>16
	STY $4344
	LDA #$3200
	STA $4350
	LDA #.BlueTable
	STA $4352
	LDY.b #.BlueTable>>16
	STY $4354
	SEP #$20
	LDA #$38
	TSB $0D9F
	RTL

.RedTable:           ; 
   db $09 : db $29   ; 
   db $0B : db $2A   ; 
   db $0A : db $2B   ; 
   db $0A : db $2C   ; 
   db $0B : db $2D   ; 
   db $0A : db $2E   ; 
   db $0A : db $2F   ; 
   db $0A : db $30   ; 
   db $0A : db $31   ; 
   db $0A : db $32   ; 
   db $0B : db $33   ; 
   db $0A : db $34   ; 
   db $0A : db $35   ; 
   db $0A : db $36   ; 
   db $0B : db $37   ; 
   db $0B : db $38   ; 
   db $0A : db $39   ; 
   db $0A : db $3A   ; 
   db $0A : db $3B   ; 
   db $0B : db $3C   ; 
   db $0A : db $3D   ; 
   db $09 : db $3E   ; 
   db $00            ; 

.GreenTable:         ; 
   db $13 : db $40   ; 
   db $10 : db $41   ; 
   db $12 : db $42   ; 
   db $11 : db $43   ; 
   db $11 : db $44   ; 
   db $12 : db $45   ; 
   db $11 : db $46   ; 
   db $11 : db $47   ; 
   db $12 : db $48   ; 
   db $12 : db $49   ; 
   db $11 : db $4A   ; 
   db $11 : db $4B   ; 
   db $0F : db $4C   ; 
   db $00            ; 

.BlueTable:          ; 
   db $07 : db $8E   ; 
   db $10 : db $8D   ; 
   db $0E : db $8C   ; 
   db $10 : db $8B   ; 
   db $10 : db $8A   ; 
   db $10 : db $89   ; 
   db $10 : db $88   ; 
   db $10 : db $87   ; 
   db $10 : db $86   ; 
   db $10 : db $85   ; 
   db $0E : db $84   ; 
   db $10 : db $83   ; 
   db $10 : db $82   ; 
   db $10 : db $81   ; 
   db $0D : db $80   ; 
   db $00            ; 

This is all in your head, Luigi. It's in your imagination.
So I tried to use PIXI for my new smw hack. I set everything right and as I run the pixi.exe to put one Sprite in, it showed me this text:
18 Shared routines .... PIXI/routines/"

and after that nothing happens. (kinda like forze)
Befor I start using Pixi I used SpriteTool and patched my rom with asar and Uberasm etc.

When I try to use PIXI with a clean Rom hack it works strangely.

Did anyone knows how to fix this Problem ?
This is all in your head, Luigi. It's in your imagination.
I have a nooby question.
I downloaded the Sprite "Custom Bullet Bill Shooters" and wanted to insert the Bullet Bill that shoots vertical (up and down).
But if I am in the Level the Shooter shoots to the right.
The asm File says: Uses first extra bit: YES
;; The bullet will shoot to the right if the first extra bit is set.

I changed that to NO, but it still shoots to the right.
I use a sa1 rom and PIXI to insert sprites.
Can someone help me to figure this out please ?
This is all in your head, Luigi. It's in your imagination.
Okay thank you Manuel. I changed that but it still shoots the Bullet to the right.

Maybe its because the Sprite I have linked to the asm file:
" !CUST_SPRITE_NUMBER = $2E " is the wrong sprite.
I use the sprite in the zip file: "bullet_bill_1C.asm"
I really dont know.
This is all in your head, Luigi. It's in your imagination.
I´ve used GPS several times to insert Blocks on my smw Hack. But now if I run GPS, it turns every Block in the Map16 to "Water with an animated surface" Block. If I open the game after that, it crashes.
I use a Sa1 Rom and patched:
New Super Mario Bros. Wii Styled Status Bar v1.7
and the Fixes.asm from GHB+FuSoYa's SMB3 screen scrolling pipes.
I also use PIXI and Uberasm.
Did anyone know how to fix this or has the same Problem ?
This is all in your head, Luigi. It's in your imagination.
Is there a Sprite/Generator or HDMA Code to make the Layer 3 scroll automaticly to the left ?
I saw that in other Hacks.
This is all in your head, Luigi. It's in your imagination.
Oh i didnt notice the ohter options ^^
Thank you :)
This is all in your head, Luigi. It's in your imagination.
I have a problem that some music tracks are way too load. Is there a way to lower the volume in the txt file ?
For example this track:
(Btw I am using AddmusicK)

Code
;Mega Man 5 - Wave Man
;1:05, 0x06E5 bytes

#amk 2
#samples
{
	#optimized
	"pd-14_06.brr"
	"cr2_06.brr"
	"ff5-1-17_27.brr"
	"ff5-1-17_28.brr"
	"ff5-1-17_29.brr"
	"dks2-08_02.brr"
	"StAcGtrB2.brr"
}
#instruments
{
	"pd-14_06.brr"    $FF $E0 $B8 $02 $A0
	"cr2_06.brr"      $FF $E0 $B8 $04 $00 
	"ff5-1-17_27.brr" $FF $E0 $B8 $02 $46
	"ff5-1-17_28.brr" $FF $E0 $B8 $01 $B5
	"ff5-1-17_29.brr" $FF $E0 $B8 $02 $43
	"dks2-08_02.brr"  $FF $E6 $B8 $09 $00
	"StAcGtrB2.brr"   $FF $EC $B8 $05 $00
}
#spc
{
	#author    "Mari Yamaguchi"
	#game      "Mega Man 5 / SMW"
	#comment   "Ported by tcdw"
	#title     "Wave Man"
}

"SEX=@30 p64,12,33"
"ELE=@31 p16,17,30"
"PERCA=@33 v235 o5a"	;kick
"PERCB=@32 v90  o5a"	;hihat
"PERCC=@34 v243 o5a"	;snare

(!100)[$ED $7F $F4]
(!110)[$ED $7F $F6]
(!101)[$F4 $09]

#0 q7f v185 y10 w190 t53
$EF $FF $28 $28
$F1 $07 $50 $00
$F5 $0B $2D $22 $25 $1E $FC $FB $F7
o4
(2)[
  [[$F4 $03 PERCA16 $F4 $03 PERCB16 PERCB16 $F4 $03 PERCA16 PERCC16 $F4 $03 PERCB16 PERCB16 PERCB16 $F4 $03 PERCA16 $F4 $03 PERCB16 PERCB16 $F4 $03 PERCA16 PERCC16 $F4 $03 PERCB16 PERCB16 PERCB16]]3
    $F4 $03 PERCA16 $F4 $03 PERCB16 PERCB16 $F4 $03 PERCA16 PERCC16 $F4 $03 PERCB16 PERCB16 PERCB16 $F4 $03 PERCA16 $F4 $03 PERCB16 PERCB16 $F4 $03 PERCC16 $F4 $03 PERCB16 $F4 $03 PERCC16 $F4 $03 PERCB16 PERCB16]2
/o4(2)2
(3)[$F4 $03 PERCA16 $F4 $03 PERCB16 PERCB16 $F4 $03 PERCA16 PERCC16 $F4 $03 PERCB16 PERCB16 PERCB16 $F4 $03 PERCA16 $F4 $03 PERCB16 PERCB16 $F4 $03 PERCA16 PERCC16 $F4 $03 PERCB16 PERCB16 PERCB16]7
    $F4 $03 PERCA16 $F4 $03 PERCB16 $F4 $03 PERCC16 PERCA16 $F4 $03 PERCB16 $F4 $03 PERCC16 PERCA16 $F4 $03 PERCB16 $F4 $03 PERCC16 $F4 $03 PERCB16 PERCB16 $F4 $03 PERCC16 PERCC16 PERCC16 PERCC16 PERCC16
(3)12

#1 @35 q7f v155 y10 (!110, 3)(!101, -1)
(1)[
[[o2g8.>d16r16d16<d8g8.>d16r16d16<d8]]2
f8.>c16r16c16<c8f8.>c16r16c16<c8
f8.>c16r16c16<c8f8.f16r16f+16>f+8]2
/
(1)1
<g8.>d16r16d16<d8g8.>d16r16d16<d8
g8.>d16r16d16<d8g8.>d16r16d16<d8
>c8.g16r16g16<g8>c8.g16r16g16<g8
>c8c8r16c8r16c8r16c8<b16a+8
[a+8.>f16r16f16<f8a+8.>f16r16f16<f8]2
a8.>e16r16e16<e8a8.>e16r16e16<e8
a8.>e16r16e16<e8a8.a16r16a16>a8
[g8r16g16r16g16r8g16r8.<g32g+32a32a+32>c32c+32d32d+32
[e8.e8r16b8e8.e8r16b8
e8.e8r16b8e8.e8r16b8
a8.a8r16>e8<a8.a8r16>e8
<a8.a8r16>e8<a8.g+8.g8]2
d8.d8r16a8d8.d8r16a8
g8.g8r16>d8<g8.g8r16>d8
<c8.c8r16g8c8.c8r16g8
a8a8r16a8r16a8r8d4

#2 SEX v240 y10 h12 (!100, 3)(!101, -1)
o4
(20)[q5Ff8.e4r16e8.d4r16e8.d4r16d8.e8.f8d8.c1^8.r8f8r16f8f+8.]2 h0
/
ELE v170
(21)[o4g8a+16>d16r16<g16a+8>e8.f1^16
g4
e8f16e8d8.c8d16c1^4^16<
g8a+16>d16r16<g16a+8>e8.f1^16
g4
e8f16e8d8.c4a8g1^8]
SEX v240
(22)[f8.e4r16e8.d4r16e8.d4r16d8.e8.f8]
d8.c1..^16
(22)
(23)[d1r8g8r16g8r16g8r4.]
ELE v170
(24)[f+1f+8.e8.f+8g8.a8.b8]
f+8.e1..^16
(24)
f+8.e2^16>c+8<b16a1^16
SEX v240
(25)[g4.g4f+8g8a8
f+8.d8.e16d2^16
f4.f4e8f8g8
e8e8r16e8r16e8r8 $F4 $01 a8&g32&e32&c+32&c8.c8g16>c16r16c16r8c16r8<e8d+16d8
>d8.c4r16c8.c8.d8.c4r16c8.c8.c4<d4f+4a4
g8>d8r16d8r16d8c32<a32f+32d+32d4
[b8e16g8e16>d8<b8e8g8>d8
<b8e16g8e16>d8<b8e8g8>d8
c+8<e16g8e16>d8c+8<e8a8e8
>c+8<e16g8e16>d8c+8<e8a8e8]2
g16<g8a8>c8.e8.g8.>c8
<b16<b8>d8e8.g8.a8.b8
a+16<a+8>c8e8.g8.a8.a+8
a8a8r16a8r16a8r8f+4


#4 SEX v140 y10,0,1 h12 (!100, 3)(!101, -1)
r48o5
(20)2 h0
/
ELE v100 (21)
SEX v140 (22) 
d8.c1..^16 (22) (23)
ELE v100 (24)
f+8.e1..^16 (24)
f+8.e2^16>c+8<b16a1^16
SEX v140 (25)</pre></div>

This is all in your head, Luigi. It's in your imagination.
It works
Thank you for helping me again :)
This is all in your head, Luigi. It's in your imagination.
I know this is a nooby question but
How can you use the same .asm file for multiple level or Gamemode Codes ?

Thanks for any Help.
This is all in your head, Luigi. It's in your imagination.
Thank you TheBiob
I did everything you said but the codes doesn´t work after that for some reason. (I tried several times)

In the Gamemode Asm file from Screen scrolling Pipes is written, that you should insert every GM Code in one GM14 file.
But I dont know how.
This is all in your head, Luigi. It's in your imagination.
Sorry for the giant picture ^^



Modedit: Reduced image size and turned it into a link.

So there are no errors but if I start a Level and try the Screen Scrolling Pipe, the screen doesent scroll and Mario is stuck.
The Powerup Sprite dosent work either.
This is all in your head, Luigi. It's in your imagination.


Mod edit: Fixed table stretch.
This is all in your head, Luigi. It's in your imagination.
Yea I am pretty sure. I followed the instruction.

Before I try to use two gamemode 14 Codes, I had the GHB´s Pipes already installed and they work fine.
But there should be a way to have two Gm Codes

The readme from GHB´s pipes give this instruction:

If you previously have code for your gamemode 14, and want to keep it, simply combine
the codes into a single ASM file (copying the text and pasting so that both codes exist)
and replace ALL the RTLs (except the last one) to jump into a new code. This is so that if
it runs one code, does not get "blocked" by an RTL from getting into the second code.
Here is an example:
;----code----;
.PreviousCodeSection
<some codes here>
RTL ;>Replace it with "JMP .AnotherCodeYouRecentlyPasted"
<some codes here>
RTL ;>Same as above
<some codes here>
RTL ;>Remove the final RTL here.
.AnotherCodeYouRecentlyPasted
RTL
;----end_code----;
This is all in your head, Luigi. It's in your imagination.
I think so. The readme says that.



Btw thank you for helping me so much. You guys are great. :)

Mod edit: Fixed table stretch.
This is all in your head, Luigi. It's in your imagination.
@Telinc1 Thats right


So I dont know why but it finally works.
I cleard everything I dont need anymore from the UberASM folder and tried it again.

Thank you everyone for helping me!
I will definitely put you on my Credits :D

I just have one last question. Is it necessary to have a specific order for the Init and the main Codes in GM14 ?
This is all in your head, Luigi. It's in your imagination.
Okay got that
thanks
This is all in your head, Luigi. It's in your imagination.
I try to insert the GHB_WindBlocks from here: https://www.smwcentral.net/?p=section&a=details&id=13508

And when I try to insert the UberASM code in a Level it gives me this error message:


Btw I am using a Sa-1 rom.
This is all in your head, Luigi. It's in your imagination.
Thank you
Now there are no Error messages more.
But now this still happens:



Is there maybe an alternative ? I need somthing that generats wind to the left and/or up ?
This is all in your head, Luigi. It's in your imagination.
So I´ve downloaded the Giant Beetle Boss from here:
https://www.smwcentral.net/?p=section&a=details&id=3700






And as you can see there are too many rocks falling from the sky.
Did anyone know how to change the number of falling rocks in the asm file ?

btw I am using a Sa-1 Rom.
This is all in your head, Luigi. It's in your imagination.