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Tip: The No More Sprite Tile Limits patch does NOT increase the limit for the amount of sprites onscreen at once. The SA-1 Pack does.
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Posts by Flat5Games
Flat5Games' Profile - Posts by Flat5Games
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This is the first level that I have made for my new hack. I'm looking for feedback on difficulty, aesthetics, and whether it is clear on what to do or not. The level is entitled "Post-Mortem".

https://bin.smwcentral.net/u/38012/post-mortem.bps
I am having this same exact problem. Please reply if you figure out why this is happening.
I have been trying to use this so I can have both banzai bills and Torpedo Teds in the same level. Try as I might, I cannot get it to work. Is this possible?
Can anyone provide a link to a tutorial on how to remap sprites? I saw somewhere that I need to use STEAR, but I can't figure out how it works.
Thank you MajorMuff for your time and feedback! Couple questions for you.
1. Did the hint in the speaker box help at all figure out the trick?
2. After the midway, was the trick involving the Torpedo Ted too jank? Not sure if the set up is clear enough.

Thanks again!
I've been scratching my head over this one for a while now. Any help would be appreciated. I'm starting to wonder if this is even possible.
Yes! I would be very much interested to know how you implemented it.
Yes, I'm familiar with inserting patches and blocks. I've never used uberasm, but I've read through the read me file and it sounds simple enough.

As for the block, I want like 3 blocks at yoshi's house that represent 3 different palettes. Anytime the player wants to change Mario's palette they could go to yoshi's house and hit the block of their choice. Like a closet to change outfits.
This patch does sound much simpler, however, there is no readme that explains how to use it.

I'm having trouble figuring out how to edit the .asm file so that it works with uberASM.

Also, I'm not sure where to specify the colors I want to use.
Thank you all so much for helping me learn! I do have a few questions, however.

is this:
Code
Palette:
	dw $4F3F,$581D,$1140,$3FE0
	dw $3C07,$7CAE,$7DB3,$2F00
	dw $165F,$03FF


The same as this:

Code
Palette:
	dw $4F3F,$581D,$1140,$3FE0,$3C07,$7CAE,$7DB3,$2F00,$165F,$03FF


I'm new to assembly. Is this declaring a Table?

If so, what address is this table stored at?

I would like to have 3-4 palettes that I can swap between. If I knew the location of the tables that I store the palettes in, I could have the "Main" reference a pointer to the palette of my choice, and update the pointer with custom blocks.

Is any of this valid? If not, where am I going wrong?
Got it! Thanks!

There is only one part of this code that I don't understand now. If you all would oblige me one more teeny question?

Code
db $42
JMP Main : JMP Main : JMP Main
JMP Return : JMP Return : JMP Return : JMP Return
JMP Main : JMP Main : JMP Main


I don't understand what this bit is doing. I especially don't get why everything's being repeated and such. What does the ':' mean syntactically?
OHHHH! I believe I have been misunderstanding Meirdent's original post this whole time.

I thought Meirdent's code was the level specific code that I needed to add to UberASM's list.txt.

Meirdent's code is for the custom block isn't it?

If so, the code makes so much more sense to me now. I'm still not sure how to insert the ManualPlayerPaletteUdater.asm into UberASM.

Don't I need to alter it in someway?
Originally posted by Thomas
Why would you need DynamicZ? You can just use this patch, which lets you easilly swap Mario's palette out. You will still need UberASM though, because the game will constantly try to change Mario's palette back and UberASM is needed to force it to stay where it is.



This is why I thought I needed UberASM.
No luck. Custom block is inserted.

uberASM code inserted into Gamemode 14.

Nothin happens when I touch the block...
It was something dumb.. I forgot to apply the actual patch. lol. It is working like a charm now.

I still have one problem with it, however. The palette change does not persist after leaving the level.
That worked! There is only one weird thing left.
When I Start+Select out of a level or die on screen, mario changes back to original palette for a second.
Any simple way to fix that?
Also the picture of Mario at the top left of the screen when your in the OW?

*EDIT*

I added gamemodes 0C-0F and now the palette change shows in the overworld. Still have the the change back to orginal palett for a second when exiting level or dying..
Moving it to global did make the palettes stay all the time. However, it for some reason screwed all the colors up in the palettes..

Any ideas?

Also, is there a reference somewhere for what the different gamemodes do? I cannot find anything.
Now that everything is working, I wanted to say thank you to all of you one last time. Everyone has been so helpful. Thank you!!!
I want my block to only work if the blue switch palace has been beaten, but I get the same result either way.

What am I doing wrong?

Code
!palRAM	=	$87	; one byte of free RAM, you may need to change this
!palID	=	$01	; the palette ID to change to (00 = original)

db $42
JMP Main : JMP Return : JMP Return 
JMP Return : JMP Return : JMP Return : JMP Return
JMP Return : JMP Return : JMP Return 

Main:
	LDA $1F29
	CMP #$00
	BEQ Deny
	LDA #!palID
	STA !palRAM
	LDA #$2B
	STA $1DFC
	
Deny:
	LDA #$2A
	STA $1DFC
	RTL
Return:
	RTL
Still not working. I'm having weird behavior now. I put comments in the code.

Here is my code now.

Is there a way I can check and make sure the flag is getting set when i beat the switch palace?

Code
!palRAM	=	$87	; one byte of free RAM, you may need to change this
!palID	=	$01	; the palette ID to change to (00 = original)

db $42
JMP Main : JMP Return : JMP Return 
JMP Return : JMP Return : JMP Return : JMP Return
JMP Return : JMP Return : JMP Return 

Main:
	LDA $1F29
	BNE Deny
	LDA #!palID  
	STA !palRAM	;palette did not change neither before or after switch was pressed
	LDA #$2B
	STA $1DFC	;this sfx played before switch was pressed
	RTL
Deny:
	LDA #$2A
	STA $1DFC  	;this sfx played after switch was pressed
Return:
	RTL
Pages: « 1 2 3 »
Flat5Games' Profile - Posts by Flat5Games

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