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Posts by MegaSonic1999
MegaSonic1999's Profile - Posts by MegaSonic1999
Pages: « 1 222 23 24 25 »
Originally posted by Koopster
There's no "JSL 0" in the original code. You must have replaced something wrong.

Nope, I did exactly as mensioned previously, but it gave me the error.
Here's the whole code:
Code
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;
; Giant Thwomp, by imamelia
;
; This is a 48x64 Thwomp.
;
; Uses first extra bit: NO
;
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

incsrc subroutinedefs.asm

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;
; defines and tables
;
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TileDispX:
	db $F0,$00,$10,$F0,$10,$F0,$10,$F0,$00,$10,$F8,$08,$F8,$08
TileDispY:
	db $E0,$E0,$E0,$F0,$F0,$00,$00,$10,$10,$10,$F0,$F0,$00,$00
Tilemap:
	db $80,$82,$80,$A0,$A0,$C0,$C0,$E0,$E2,$E0,$A1,$A1,$C1,$C1
	db $80,$82,$80,$A0,$A0,$C0,$C0,$E0,$E2,$E0,$84,$84,$A4,$A4
	db $80,$82,$80,$A0,$A0,$C0,$C0,$E0,$E2,$E0,$C4,$C4,$E4,$E4
TileProps:
	db $03,$03,$43,$03,$43,$03,$43,$03,$03,$43,$03,$43,$03,$43
TileIndexes:
	db $00,$0E,$1C

KilledXSpeed:
	db $F0,$10

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;
; init routine wrapper
;
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

print "INIT ",pc
	JSR SpriteInitRt
	RTL

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;
; init routine
;
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SpriteInitRt:
	LDA $D8,x
	STA $151C,x
	LDA $E4,x
	CLC
	ADC #$08
	STA $E4,x
	RTS
	
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;
; main routine wrapper
;
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

print "MAIN ",pc
	PHB
	PHK
	PLB
	JSR SpriteMainRt
	PLB
	RTL

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;
; main routine
;
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SpriteMainRt:

	JSR SubGFX

	LDA $14C8,x
	CMP #$08
	BNE ReturnMain
	LDA $9D
	BNE ReturnMain

	LDA #$00 : %SubOffScreen()
	JSR PlayerInteractionRt
	LDA $C2,x
	JSL $8086DF
	
	dw State00_Waiting
	dw State01_Slamming
	dw State02_Returning

ReturnMain:
	RTS

State00_Waiting:
	LDA $186C,x
	BNE .IncState
	LDA $15A0,x
	BNE .Return
	%GetDrawInfo()
	TYA
	STA $157C,x
	STZ $1528,x
	LDA $0F
	CLC
	ADC #$40
	CMP #$80
	BCS .Check2
	LDA #$01
	STA $1528,x
.Check2
	LDA $0F
	CLC
	ADC #$24
	CMP #$50
	BCS .Return
.IncState
	LDA #$02
	STA $1528,x
	INC $C2,x
	STZ $AA,x
.Return
	RTS

State01_Slamming:
	JSL $81801A
	LDA $AA,x
	CMP #$3E
	BCS .NoAccel
	ADC #$04
	STA $AA,x
.NoAccel
	JSL $819138
	LDA $1588,x
	AND #$04
	BEQ .Return
	JSR SetSomeYSpeed
	LDY #$28
	STY $1887
	LDA $77
	AND #$04
	BEQ $03
	STY $18BD
	LDA #$09
	STA $1DFC
	LDA #$40
	STA $1540,x
	INC $C2,x
.Return
	RTS

State02_Returning:
	LDA $1540,x
	BNE .Return
	STZ $1528,x
	LDA $D8,x
	CMP $151C,x
	BNE .SetReturnSpeed
	STZ $C2,x
	RTS
.SetReturnSpeed
	LDA #$F0
	STA $AA,x
	JSL $81801A
.Return
	RTS

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;
; graphics routine
;
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SubGFX:

	%GetDrawInfo()

	LDA $1528,x
	STA $02
	LDX #$0D
.Loop
	STX $04
	LDA $00
	CLC
	ADC.w TileDispX,x
	STA $0300,y
	LDA $01
	CLC
	ADC.w TileDispY,x
	STA $0301,y
	LDA.w TileProps,x
	ORA $64
	STA $0303,y
	PHX
	LDX $02
	LDA.w TileIndexes,x
	CLC
	ADC $04
	TAX
	LDA.w Tilemap,x
	PLX
	STA $0302,y
	INY #4
	DEC $04
	DEX
	BPL .Loop
	LDX $15E9
	LDY #$02
	LDA #$0D
	JSL $81B7B3
	RTS

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;
; subroutines
;
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

;------------------------------------------------
; player and sprite interaction
;------------------------------------------------

PlayerInteractionRt:
;	LDA $167A,x
;	AND #$20
;	BNE .ProcessInteract
	TXA
	EOR $13
	AND #$01
	ORA $15A0,x
	BEQ .ProcessInteract
.NoContact
	CLC
	RTS
.ProcessInteract
;	%SubHorzPos()
;	LDA $0F
;	CLC
;	ADC #$50
;	CMP #$A0
;	BCS .NoContact
;	JSL !SubVertPos2
;	LDA $0E
;	CLC
;	ADC #$60
;	CMP #$C0
;	BCS .NoContact
	LDA $71
	BNE .NoContact
	LDA #$00
	BIT $0D9B
	BVS .SkipCheckP
	LDA $13F9,x
	EOR $1632,x
.SkipCheckP
	BNE .NoContact2
	JSR SetPlayerClipping
	JSR SetSpriteClipping
	JSR CheckForContact
	BCC .Return
	LDA $1490
	BNE .HasStar
	JSL !SubVertPos
	LDA $0E
	CMP #$C6
	BPL .SpriteWins
	LDA $140D
	ORA $187A
	BEQ .SpriteWins
	JSL $81AA33
	JSL $81AB99
	LDA #$02
	STA $1DF9
.NoContact2
	CLC
.Return
	RTS
.SpriteWins
	LDA $154C,x
	ORA $15D0,x
	BNE .NoContact2
	JSL $80F5B7
	RTS
.HasStar
	LDA #$D0
	STA $AA,x
	%SubHorzPos()
	LDA KilledXSpeed,y
	STA $B6,x
	INC $18D2
	LDA $18D2
	CMP #$08
	BCC .NoReset
	LDA #$08
	STA $18D2
.NoReset
	JSL $82ACE5
	LDX $18D2
	CPX #$08
	BCS .NoSound
	LDA $037FFF,x
	STA $1DF9
.NoSound
	LDX $15E9
	LDA #$02
	STA $14C8,x
	RTS

SetPlayerClipping:
	PHX
	REP #$20
	LDA $94
	CLC
	ADC #$0002
	STA $00
	LDA #$000C
	STA $04
	SEP #$20
	LDX #$00
	LDA $73
	BNE .Inc1
	LDA $19
	BNE .Next1
.Inc1
	INX
.Next1
	LDA $187A
	BEQ .Next2
	INX #2
.Next2
	LDA $83B660,x
	STA $06
	STZ $07
	LDA $83B65C,x
	REP #$20
	AND #$00FF
	CLC
	ADC $96
	STA $02
	SEP #$20
	PLX
	RTS

SetSpriteClipping:
	LDA $14E0,x
	XBA
	LDA $E4,x
	REP #$20
	SEC
	SBC #$000E
	STA $08
	LDA #$002C
	STA $0C
	SEP #$20
	LDA $14D4,x
	XBA
	LDA $D8,x
	REP #$20
	SEC
	SBC #$0020
	STA $0A
	LDA #$003C
	STA $0E
	SEP #$20
	RTS

CheckForContact:
	REP #$20
.CheckX
	LDA $00
	CMP $08
	BCC .CheckXSub2
.CheckXSub1
	SEC
	SBC $08
	CMP $0C
	BCS .ReturnNoContact
	BRA .CheckY
.CheckXSub2
	LDA $08
	SEC
	SBC $00
	CMP $04
	BCS .ReturnNoContact
.CheckY
	LDA $02
	CMP $0A
	BCC .CheckYSub2
.CheckYSub1
	SEC
	SBC $0A
	CMP $0E
	BCS .ReturnNoContact
.ReturnContact
	SEC
	SEP #$20
	RTS
.CheckYSub2
	LDA $0A
	SEC
	SBC $02
	CMP $06
	BCC .ReturnContact
.ReturnNoContact
	CLC
	SEP #$20
	RTS

;------------------------------------------------
; SetSomeYSpeed?? ($019A04)
;------------------------------------------------

SetSomeYSpeed:
	LDA $1588,x
	BMI .Label1
	LDA #$00
	LDY $15B8,x
	BEQ .Label2
.Label1
	LDA #$18
.Label2
	STA $AA,x
	RTS


By, the way, subroutinedefs.asm is already available.
And there's no JSL 0 in the code at all.

--------------------
Yo, it's been a while.
Will this fix the JSR 0 error(that appeared from nowhere that is....maybe)?

--------------------
Yo, it's been a while.
It's actually working now, but I haven't tested the sprite yet in the game. But it should be good to go now. Do I need to add these changes to all the other sprites?

--------------------
Yo, it's been a while.
One last question about the giant thwomp, how do I configure the distance where it changes it's face before charging, and when it starts charging (When Mario gets close to it of course)?

--------------------
Yo, it's been a while.
It starts with 0655360 in the score when I open a new file. I think I messed up. Here's the table:
Code
sram_table:	dl $7E1EA2 : dw $008D
                dl $7E0019 : dw $0001
                dl $7E0DBE : dw $0002
                dl $7E0DC2 : dw $0001
                dl $7E0DB4 : dw $0006
                dl $7E0DBC : dw $0002
                dl $7E0F34 : dw $0006
                dl $7E0F48 : dw $0002
                dl $7E1F2F : dw $0012
.end
		
sram_defaults:	db $00,$00,$00,$00,$00,$00,$00,$00	; $7E1EA2 - initial level flags
		db $00,$00,$00,$00,$00,$00,$00,$00
		db $00,$00,$00,$00,$00,$00,$00,$00
		db $00,$00,$00,$00,$00,$00,$00,$00
		db $00,$00,$00,$00,$00,$00,$00,$00
		db $00,$00,$00,$00,$00,$00,$00,$00
		db $00,$00,$00,$00,$00,$00,$00,$00
		db $00,$00,$00,$00,$00,$00,$00,$00
		db $00,$00,$00,$00,$00,$00,$00,$00
		db $00,$00,$00,$00,$00,$00,$00,$00
		db $00,$00,$00,$00,$00,$00,$00,$00
		db $00,$00,$00,$00,$00,$00,$00,$00
		db $00,$00,$00,$00,$00,$00,$00,$00
		db $00,$00,$00,$00,$00,$00,$00,$00
		db $00,$00,$00,$00,$00,$00,$00,$00
		db $00,$00,$00,$00,$00,$00,$00,$00
		db $00,$00,$00,$00,$00,$00,$00,$00
		db $00,$00,$00,$00,$00

		db $00			; $7E0019 - player's powerup
		db $04			; $7E0DBE - player's life count
		db $00			; $7E0DBF - player's coin count
		db $00			; $7E0DC2 - player's item box
		db $04			; $7E0DB4 - mario's life count
		db $04			;    0DB5 - luigi's life count
		db $00			;    0DB6 - mario's coin count
		db $00			;    0DB7 - luigi's coin count
		db $00			;    0DB8 - mario's powerup
		db $00			;    0DB9 - luigi's powerup
		db $00			; $7E0DBC - mario's item box
		db $00			;    0DBD - luigi's item box
                db $01                  ; $7E0F34 - mario's score count
                db $01                  ;    0F35 - mario's score count
                db $01                  ;    0F36 - mario's score count
                db $01                  ;    0F37 - luigi's score count
                db $01                  ;    0F38 - luigi's score count
                db $01                  ;    0F39 - luigi's score count
                db $01                  ; $7E0F48 - mario's bonus stars
                db $00                  ;    0F49 - luigi's bonus stars

		db $00,$00,$00,$00,$00,$00,$00,$00	; $7E1F2F - initial dragon coin flags
		db $00,$00,$00,$00

And it still starts with 1 bonus star instead of 0.

--------------------
Yo, it's been a while.
I asked about the thwomp charging when Mario gets closer because I'm having a problem.
Check these images out:


The problem is that the sprite is still charging down even when Mario gets further. How do I fix this problem?

--------------------
Yo, it's been a while.
Originally posted by TheLegendaryOrb
I was able to replicate the 1 bonus star problem, but when I started a new file with this patch I started with 0 bonus stars:
Code
org $009F1F
autoclean JSL Hijack
NOP #2
freecode
Hijack:
LDA $009EF0
STA $1FB8
STZ $0F48
STZ $0F49
RTL

Unfortunately Mario kept spawning on the top left corner of the submap for me after I edited the overworld to test if it wouldn't reset it to 0 bonus stars if the game was saved, so I'm not sure if it will keep resetting the bonus stars again. My overworld editor on Lunar Magic keeps breaking #tb{DX<}

I wasn't able to replicate the score problem unfortunately.

Actually I'm using SRAM plus, and I want to fix the score and bonus star problems on it. Can you please help me about this?

--------------------
Yo, it's been a while.
So it's been more than half a month that I asked for help about the giant thwomp's behaviour fix, because I can't let it smash even if I get further. Is there anyone familiar with this sprite? If so, can you please give me tips about this?

--------------------
Yo, it's been a while.
Is anyone familiar with the codes of this sprite?

--------------------
Yo, it's been a while.
Again, I'm bumping this request:
Originally posted by MegaSonic1999
Song: Beyond The Speed Of - Sonic Runners
Sampled (if possible) and/or unsampled
Youtube link: https://www.youtube.com/watch?v=Jx-FXccJe6g
MIDI: https://bin.smwcentral.net/u/37260/Beyond%2BThe%2BSpeed%2BOf%2B-%2BSonic%2BRunners%2B%255BOST%255D.mp3.mid
Good luck, and let me know if there's a problem with The MIDI file.

Actually I bumped this request more than 5 or 6 times, but I still didn't receive the SPC and txt files.

--------------------
Yo, it's been a while.
Hey guys, it's been 4 days now, and I didn't recieve any reply about the giant Thwomp problem, I can't keep working on it if it's still smashing even if I get further. So how do I make it smash just when mario gets closer as shown previously:
Originally posted by MegaSonic1999



--------------------
Yo, it's been a while.
You're doing great, keep up the good work.#smw{:TUP:}

--------------------
Yo, it's been a while.
Wow, That's unfortunate, I'm sure your hack would be great, but, oh well. Thanks for the good times we had with your hacks.

--------------------
Yo, it's been a while.
Originally posted by N450
April fools day! There's not any cancellation at all :)

I can't believe I fell for an april fool trap.

--------------------
Yo, it's been a while.
Originally posted by VIANYOGA 02
Rilla Roo is the best SMW hacker and nobody can beat her (or him IDK)

BTW... Is the demo out yet? :)

Read this post and you'll find out when.

--------------------
Yo, it's been a while.
Hey guys, I know it's been a while since I last posted my hack's progress, well I didn't have much time because of studies, but don't worry, the hack is still in progress (even though I'm still stuck in world 2).
So anyways, I added some modifications to the overworld submaps, I hope you like them:

I'll try my best to build some more stages if I have time.
Stay tuned.

--------------------
Yo, it's been a while.
Originally posted by Narcologer
It seems to me that only the meadow and ice edge maps look decent; the rest are either using bad colors that hurt the eyes, like the pink caves or the Bowserland seas, or overly gloomy and messy, like the forest.
And what is this gray thing with a giant hill on the map of the starry sky? Honestly, it looks like a gravestone.

Yeah, I guess I'll need to put the cave and bowser submaps with a bit darker colors so that we can avoid the whole eyes problem, as for the star world (the final world) it's actually a spaceship that I drew myself, and I gotta admit: I'm not very good at drawing graphics so I just did my best to draw a spaceship where, spoiler alert !!!
the final battle will begin
.
And as for world 6 (the forest world), I purposely made it with dark colors so that it would sound more dark and haunted.

--------------------
Yo, it's been a while.
The project is getting better and better, at this rate the hack may be finished before the end of this year. I can't wait until it's done, keep on the good work.#smw{:TUP:}

--------------------
Yo, it's been a while.
Hi, since we can't request music or graphics or asm in their old forums, where can we do it now?
Sorry if this isn't the appropriate place to ask, but I didn't know where to ask this.

--------------------
Yo, it's been a while.
Name: Sonic lost world: The deadly 6 or Zeti. (32x32) if possible
Type: original
Purpose: Sprite
Description: These are the deadly 6 from Sonic lost world. In case that some people never played the game, Here's how they look like:

Some of them could be used as noob bosses, but some others like:
Master Zik and Zeena can fit with Lemmy and wendy O bosses, and Zazz as Iggy boss, and Z'or as the original game's lemmy or wendy O bosses or a noob boss.
It would great to have them in a super Mario World Hack, especially Zavok, He's my favorite.


--------------------
Yo, it's been a while.
Pages: « 1 222 23 24 25 »
MegaSonic1999's Profile - Posts by MegaSonic1999

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