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Tip: Take advantage of easy to implement ASM hacks that can be found in the ROM map.Not logged in.
Posts by Stairkase
Stairkase's Profile - Posts by Stairkase
Pages: « 1 »
Hey! I have a few requests that I haven't found and think could be useful in a lot of different situations.

I'm a long time lurker on the site but new to the forums, so sorry in advance if any of these are silly/impossible.

Request name: Looping Eeries
Type: Sprite
Short description: A version of the eeries that does not travel off-screen.
Long description: Like the vanilla eeries, but on reaching the edge of the screen, either changes directions or wraps to the opposite screen edge.
(It'd also be cool if there was also a way to make On/Off switches flip their direction for added platforming challenge potential.)

Edit: removed other requests. Whoops
Here's my submission: Fort Hoversaw.

It's my first time submitting anything, I hope you guys enjoy it as much as I enjoyed making it.

Edit: Finally happy with the challenge before the midway, this should be the final version.
Originally posted by Erik
Originally posted by Stairkase
Request name: Looping Eeries

Here you go. It's better in autoscrolling levels though, as else it'd move weird.


Thanks, that was way sooner that I expected!
I saw that Big Boo's Boss HP address is 0381A2, so I tried this:

LDA $!BossHP ; this is defined as 0381A2
CMP #$00 ; is it zero?
BNE .return                    ; if not we're not done yet

; [Working code here]


I removed the 'BNE .return' line to test whether the rest of the code does what I want, and it does. The problem is definitely in that comparison.

Is there a special value that I should be checking it against, or am I doing something else wrong?
Thank you both for your help!

I thought it was odd that the only values I found were in ROM, but I didn't know where else to look.

Here's what I did to get it working for my code in case anyone finds this thread in a search wanting to do something similar:

* Changed the first line to LDX instead of LDA

* Changed the state check to dead - the boss getting hit and dying both happened in the same frame before the code was called, I guess.

Length: 20 exits.

Difficulty: Kaizo: light. There are tight tricks required, but relatively short time between checkpoints. There also aren't many trolls, unless you count every section ending with a door.

This hack is playable through to credits. (A casual RTA playthrough took me about 2 hours.) All it needs is playtesting and polish/balancing/bugfixes, which is where you come in!

Here's the hack. I hope you enjoy it!
Pages: « 1 »
Stairkase's Profile - Posts by Stairkase

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