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Posts by MegaSonic1999
MegaSonic1999's Profile - Posts by MegaSonic1999
Pages: « 1 2 3 4 5 624 25 »
Thank's for the help, but some hacks use more than 95 levels in the overworld (like in "smw the second reality project reloaded" that is one of the most greatest hacks that I ever played).
Is there a possible way to add more than 95 levels and 113 events in the overworld?

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Yo, it's been a while.
Oh yes, I just remembered, thanks. Oh wait, one last thing: is it okay if I add level 0 in all the pipes and star warps?

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Yo, it's been a while.
I've found the master hand sprite in Ladida's files, do you think that it could work with pixi sprite tool?

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Yo, it's been a while.
What should I add in "Spawn state", "Spawn timer" and "Spawn prop"? And do I need to change something in the sprite routines or the sprite data?

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Yo, it's been a while.
I've just set the sprite cfg file, but it does't shoot bullet bills, is there a last step that I missed?

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Yo, it's been a while.
It's not working, when I change

Code
RTS 

into

Code
RTL


The game crashes.
is there another solution for this?

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Yo, it's been a while.
Originally posted by MarioFanGamer
Originally posted by MegaSonic1999
Actually, it throws an error on PIXI.

What error? We can't magically guess the error, especially if said error doesn't appear on our side (which is actually the case here).


An error has been detected:
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/sprites/mekabon.asm:189: error: (E5050): Unknown operator. [dw FUp&0xFFFF]
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/sprites/mekabon.asm:190: error: (E5050): Unknown operator. [dw FupLeft&0xFFFF]
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/sprites/mekabon.asm:191: error: (E5050): Unknown operator. [dw FLeft&0xFFFF]
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/sprites/mekabon.asm:192: error: (E5050): Unknown operator. [dw FDownLeft&0xFFFF]
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/sprites/mekabon.asm:193: error: (E5050): Unknown operator. [dw FDown&0xFFFF]
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/sprites/mekabon.asm:194: error: (E5050): Unknown operator. [dw FDownRight&0xFFFF]
c:/users/dell/desktop/gaming/emulators/super nintendo/hack editor/another hack/sprites/mekabon.asm:195: error: (E5050): Unknown operator. [dw FRight&0xFFFF]

These are the errors that show up when I try to run the sprite (sorry for the late post, because I had to fix something with my PC.)

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Yo, it's been a while.
Originally posted by MarioFanGamer
How does the top of the ASM file look like?


Here it is:
Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Bro sprite that throws a sprite.
;; What sprite is determined by the first extra property byte in the CFG editor and the
;; tables below
;;
;; Uses first extra bit: NO
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;Tables indexed by first extra property byte

;Currently:
;	0 - Green Shell
;	1 - Bob Omb

;sprite to spawn
SpriteToSpawn:		db $04,$0D
;$14C8 state
SpawnState:			db $0A,$09
;$1540
SpawnTimer:			db $00,$A0
;Graphical Display Stuff:
SpawnTile:			db $8A,$CA
SpawnProp:			db $0A,$03


	!Throw_XOff = $07
XThrowSpeed:		db $32,$CE

	!JUMP_TIMER = !163E            ;Decrements itself per frame!!!!
	!RAM_ThrowTimer = !1504        ;DOESN'T decrement itself!!!!!!!

I just added 2 for extra proprety byte and $1C for the sprite to spawn, and $08 or $07 for the spawn state, but it spawns it just to the right.

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Yo, it's been a while.
Nope, I'm using sprite tool.

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Yo, it's been a while.
I replaced "0xFFFF" with "$FFFF" in all frames and it finally works, problem solved, thanks.

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Yo, it's been a while.
Oh, yeah, I totally forgot about this. I'll try it then fill you with further news. And by the way, is it possible to make the base bro spawn a custom sprite?

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Yo, it's been a while.
I think there's a patch for this, here it is: use this patch if you want to completely remove the whole status bar.

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Yo, it's been a while.
Just a simple tip about overworld map design: is it recommended to start with layer 1 for levels or with layer 2 for the overworld's background?

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Yo, it's been a while.
Well, if you want to start all the levels with no powerups, you may need to use the counterbreak code with Uberasm. The .asm file is configurable, but I don't know if it also works in just a single level.

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Yo, it's been a while.
I tried using it with uber asm, but it's not working. And I want to use the wave effects with sprite tool, but when I do so, the game crashes, do I need to add something in the .asm file?

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Yo, it's been a while.
It's actually working, thanks a lot, even if the bullet bill doesn't face Mario before it is thrown when he goes to the opposite direction, but still.

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Yo, it's been a while.
I have a little problem with inserting some sampled musics when I change the global ones (course clear, life lost, boss defeated...). It gives me this in Addmusik: "echo buffer succeded total space in ARAM" or something like that. What does it mean?

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Yo, it's been a while.
Hi, is there a way to remove a .asm patch from a rom?

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Yo, it's been a while.
About Sonikku's sprite respawner, do I need to place it on the same position as the specific sprite that I want it to reappear when it dies (Boss bass or fire magikoopa for example)?

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Yo, it's been a while.
How can I fix the echo effect depending on the music?

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Yo, it's been a while.
Pages: « 1 2 3 4 5 624 25 »
MegaSonic1999's Profile - Posts by MegaSonic1999

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