Banner
The Overworld Design Contest ends in
1 MONTH, 5 DAYS, 12 HOURS, 5 MINUTES AND 25 SECONDS
Views: 897,646,476
Time:
21 users online: Alucard648, Anas,  Anorakun, ArmAusStahl,  BootaNoBijuu, bravetoaster,  brickblock369, chickaDEE Magazine, Foxy_9000_, KaidenThelens, KlonoA13Phill, KronicTheGreat, Link Santos, mateochips, MrDoubleA, Nao, Nitrogen, Rykon-V73, SimFan96, sio-kedelic, WhiteYoshiEgg - Guests: 90 - Bots: 66 Users: 50,362 (2,288 active)
Latest: Rabigel
Tip: Test your levels as all forms of Mario that can access it (such as different powerups in your hack, or Yoshi).
Not logged in.
Posts by codfish1002
codfish1002's Profile - Posts by codfish1002
Pages: « 1 2 3 4 5 615 16 »
I thought about this and hadn't seen a thread about it so i made this so i will know if ill start that specific hack so will hacks still be accepted if its a remake of a bad hack that had major flaws since i found a rejected hack that had some stuff i personally liked and would want to use alot of those ideas but i thought that it would probably be rejected since it uses ideas from a rejected hack

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

Is the much better raccon patch compatible with the 32x32 player tilemap patch if not can anybody help me make it compatible with the 32x32 player tilemap?

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

Originally posted by DPBOX
Yes, they're compatible, but Cape Mario will have Raccoon Mario's controls.



Thanks for answering my question i tried it out but is there anyway for mario to have the raccoon the raccoon ears the tail works fine and everything besides for mario to not have the raccoon ears

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

Originally posted by Pitchin Luigi
Is there an UberASM that disables spinjumping from a level?


I don't see any uberasm but here is a old sprite that does the job for you though you will have to convert the sprite with trashkas to work with pixi

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

Im not sure where to post this so i did this here sorry if its the incorrect place...

Hi i want to know what type of recommend midi editors there are for a 2 giga byte ram conputer since i want to try porting music i did that back then made horrible ports since i didn't know how to loop but now i know that i need a midi editor i need a list of user friendly midi editors for 2 giga byte ram computers

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

Does anybody have the graphics for the zingers since im making a sprite and need the graphics and i don't want the ones from the section because it kind of looks weird

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

i need some help with the following here is are the files for the nessecary stuff

1 multiple config files for 1 asm file like the piranah plants
2 play a frame/animation while turning like the koopas from smw
3 play a animation/frame while being stunned/hurt
4 play a animation/frame while throwing/spitting projectile
5 sprite always face mario (i dont want him to chase mario but just look at him
6 sprite flip when hitting a wall
7 vertical movement
8 horizontal movement
9 not really a code but how do i remove the routine that gives mario scores which leads to giving him 1 ups here
it would be GREATLY appreatiated if anybody gave my the codes for these.

(im using SA-1 BTW)

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

Originally posted by Darolac
Let's see if I can help. For the first one, just copypaste a cfg file, edit it as wanted making sure that both point to the same .asm file and voila, you have two cfg files for the same asm file.

2,3 and 4 are really sprite-dependent: there is no universal way to do this and it really depends on the code of the sprite (not sure if Dyzen has a standard way of doing it though).

For the number 5, you could use:

Code
%SubHorzPos() 
TYA
STA !157C,x


You could insert this piece of code typically after %SubOffScreen(), for example. Take into account that depending on is the sprite's code written, that code will also make the sprite chase after Mario.

For the sprite flipping when hitting a wall:

Code
LDA !1588,x
BIT $03
BEQ +
LDA !157C,x
EOR $01
STA !157C,x
+


For horizontal and vertical movement, it really depends on the sprite and if you want it to have a constant speed or some acceleration, etc.


where do i put the flip code here is the code im using
Code
X_SPEED:             db $1B,$E5

HANDLE_HORIZ:        LDA $3334,x
		    STA $3284,x
		    LDY $3334,x             ; \ set x speed based on direction
                    LDA X_SPEED,y           ;  |
                    STA $B6,x               ; /
                    
                    STZ $9E,x
                    JSL $01802A             ; update position based on speed values
                    
                    LDA $334A,x             ; \ if sprite is in contact with an object...
                    AND #$03                ;  |
                    BEQ NO_CONTACT          ;  |
	              LDA $3334,x             ;  | flip the direction status
                    EOR #$01                ;  |
                    STA $3334,x             ; /
		  	  STZ !NUMGFX,x
NO_CONTACT:          RTS


--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

Originally posted by Haithius
Anywhere i can get a bowser jr. Boss fight?



Here
you will have to convert it with trashkas to work with pixi and use SA-1 convert it to make it compatible with SA-1 (only if your using SA-1).

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

i need help with this how do i change this code so it will make the sprite float i tried changing $01802A to $018022 but it made the sprite pass objects like pipes and stuff here is the code

Code
!WalkSpeed = $E2

Walk:
		LDA #$00
		STA !GlobalFlip,x


		LDA !1588,x		;load sprite blocked status flag
		AND #$03		;check if blocked on left or right (touching a wall)
		BEQ +			;if not touching, skip ahead.

		LDA !157C,x		;load sprite direction
		EOR #$01		;flip bit 0 to change direction
		STA !157C,x		;store result back.

                +
		LDA #!WalkSpeed		;load speed value
		PHA			;preserve onto stack

		LDA !157C,x		;load sprite direction
		BNE Left		;if facing left, make it move left.

		PLA			;restore speed value from stack
		BRA StoreSpd		;branch to store speed.

Left:
		LDA #$01
		STA !GlobalFlip,x


		PLA			;restore speed value from stack
		EOR #$FF		;invert all bits
		INC A			;increment result by one to get correct negative value

StoreSpd:               
		STA !B6,x		;store to sprite's X speed.
		JSL $01802A|!BankB	;update sprite positions based on speeds (apply gravity/object interaction).
		RTS			;return.



also how do i alter this code to become hurt mario when he jumps on it
Code
 stomp:
!HIT_POINTS  = $10
!HURT_SOUND = $28
!HURT_PORT = $1DFC


    LDX !SpriteIndex
    LDA $1490|!addr
    BEQ +
 
    %Star()    ;If mario have star then kill the sprite using the STAR, it use GIEPY
    RTS
 
+
 
    LDA !PlayerYSpeed
    BPL +++             ;If Player Y Speed is Negative then damage player
    JSL $00F5B7|!rom
    JSL $03B6E5 ; Get Sprite Clipping B.	
    JSL $03B72B	; Check for contact.
 +++
    STZ !ScratchD
    LDA !Scratch3
    STA !ScratchC
 
    LDA !Scratch9
    XBA
    LDA !Scratch1
    REP #$20
    CLC
    ADC !ScratchC
    SEC
    SBC #$0008
    STA !ScratchC       ;Obtain the position of the lowest 8 pixels of mario
    SEP #$20
 
    LDA !ScratchB
    XBA
    LDA !Scratch5
    REP #$20
    CMP !ScratchC
    SEP #$20            ;If the interaction happend using only the lowest 8 pixels of the player
    BCS +++             ;And player Y speed is positive then start normal kill
    JSL $00F5B7|!rom
    RTS
+++
    LDA !extra_prop_1,x
    AND #$02
    BEQ DAMAGE 
    JSL $01AB99|!rom    ;Spawn a White Star bellow mario
    JSL $01AA33|!rom    ;Boost Player Y Speed
    LDA #$02                ; \ sound effect
    STA $1DF9|!Base2        ; /
    RTS                     ; return

DAMAGE:			JSR JumpSound       ; give Mario points
			JSL $01AA33|!BankB      ; set Mario speed
			JSL $01AB99|!BankB      ; display contact graphic
			LDA !extra_prop_1,x
			AND #$04
			BEQ NO_HURT_SOUND
			LDA #!HURT_SOUND        ; \ sound effect
			STA !HURT_PORT|!Base2   ; /
NO_HURT_SOUND:
			LDA #$10		    ; \ Set stunned timer
			STA !1564,x             ; /
			INC !1534,x             ; increment sprite hit counter
			LDA !1534,x             ; \ if sprite hit counter == 3
			
			CMP #!HIT_POINTS		                        
                        BNE SMUSH_SPRITE        ; /                      
			JSR DEFEATED

DEFEATED:
			STZ !1594,x		; No flashing.
			LDA #$02
			STA !14C8,x
			STZ !AA,x
			STZ !B6,x
			JSL $01802A|!BankB
			RTS

FINAL_STAND:		LDA #$04                ; \ write frame to show
			STA !1602,x             ; / 
			LDA #$04                ; \ set sprite status   
			STA !14C8,x             ; /
			LDA #$1F
			STA !1540,x


SMUSH_SPRITE:		LDA #$0C                ; \ time to show semi-squashed sprite = $0C                        
			STA !1FE2,x             ; /
			RTS                     ; return


SPRITE_WINS:		LDA $1497|!Base2        ; \ if Mario is invincible...
			ORA $187A|!Base2        ;  }  ... or Mario on yoshi...
			BNE NO_CONTACT          ; /   ... return
			%SubHorzPos()           ; \  set new sprite direction
			TYA                     ;  }  
			STA !157C,x             ; /
			JSL $00F5B7|!BankB      ; hurt Mario

NO_CONTACT:          RTS                     ; final return

SPIN_KILL:          LDA !extra_prop_1,x
		    AND #$01
                    BEQ DAMAGE
		    LDA !extra_prop_1,x
		    AND #$02
                    BNE DAMAGE
                    JSR JumpSound       ; give mario points
                    JSL $01AA33|!BankB      ; set mario speed, NOTE: remove call to not bounce off sprite
                    JSL $01AB99|!BankB      ; display contact graphic
                    LDA #$04                ; \ status = 4 (being killed by spin jump)
                    ;LDA #$09
                    STA !14C8,x             ; /   
                    LDA #$1F                ; \ set spin jump animation timer
                    STA !1540,x             ; /
                    JSL $07FC3B|!BankB      ; show star animation
                    LDA #$08                ; \ play sound effect
                    STA $1DFC|!Base2        ; /
                    RTS                     ; return


STAR_SOUNDS:        db $28,$28,$28,$28,$28,$28,$28,$28

JumpSound:
		    PHY                     ; 
                    LDA $1697|!Base2        ; \
                    CLC                     ;  | 
                    ADC !1626,x             ; / some enemies give higher pts/1ups quicker??
                    INC $1697|!Base2        ; increase consecutive enemies stomped
                    TAY                     ;
                    INY                     ;
                    CPY #$08                ; \ if consecutive enemies stomped >= 8 ...
                    BCS NO_SOUND            ; /    ... don't play sound 
                    LDA STAR_SOUNDS,y       ; \ play sound effect
                    STA $1DFC|!Base2        ; /   
NO_SOUND:           TYA                     ; \
                    CMP #$08                ;  | if consecutive enemies stomped >= 8, reset to 8
                    BCC NO_RESET            ;  |
                    LDA #$08                ; /
NO_RESET:           JSL $02ACE5|!BankB      ; give mario points
                    PLY                     ;
                    RTS                     ; return

and remove the routine which gives mario scores i tried removing $02ACE5 but it crashed the game

also what ram address or routine do i use so when mario comes in contact with a sprite the sprite takes away coins from marios coin counter and the sprite runs away and when mario kills it the coins get sent back to his coin counter all i found in the ram map was $$7E0DBF

it would be nice if anybody gave me these thanks

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

Is there anyway to remove the smoke that appears when mario is running around but will still appear when sprites die and disappear in a puff of smoke?

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

Originally posted by Runic_Rain
Haven't done any cutscenes yet myself (if I'm understanding your question correctly). Seems like all the resources related to making cutscenes are old or only work for specific cutscenes like the title screen. There's LM's built-in tools for that, as well as a tool in the tool section if your not using SA-1 or PIXI, and then there's this, although I'm not sure about any restrictions on that or if it even still works. Someone else might have a better direction to point you hopefully...

Edit: at the very least the old links to tutorials (inside that link) have better/newer counterparts you should read in the main Tutorials section.


Actually wilson could use this its rather compilacted to use since it doesn't have a gui to set up the text but i think the readme has all instructions so make sure to read that first

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

Does anybody have the following blocks for GPS?

Bounce right block
Bounce left block
Bounce up block
Bounce down block

One way blocks

left,right,up,down

It would be greatly appreciated
Thank you

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

I knew about this giepy sprite inserter tool and would like know whatever happened to it.

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

How do i make sprite states like the noob boss i red on mfg's asm tutorial
Code
Pointers: ; Not required when jumping to $0086DF
dw Code1
dw Code2
dw Code3
;etc.

But i need a explanation on how to do this thing

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

Hi im trying to insert the wild piranha plant sprite link but it always crashes the game i have dynamic Z 3.5 custom power ups 3.3.4 and Sa-1 pack i also have sa-1 dsx disabled on my hack

I have dynamicZ.asm and header.asm inserted header in pixi and all of the wild piranha plant cfg asm and bin but it always freezes the game even if i change the freespace in header i did try inserting dynamicZ.asm only but that didn't work aswell

I need help i really want dynamic sprites in my hack

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

(restricted)
I need help im trying to insert dynamic sprites into my hack but it crashes even if i have dynamic Z patched on my rom any idea on how im supposed to do this?

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

Im using custom powerups 3.4.4 i already have Sa-1 dsx disabled and i never messed with header im trying to insert the wild piranha i already converted the sprite with sa-1 convert and my rom is not corrupt dynamic Z is already patched ill probably try another sprite if it really is the wild piranha thats causing the game to freeze

My rom is not currupted its that when i put the wild piranha sprite in the same screen with mario its graphics are a cheep cheep and the game automatically freezes

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

Does anybody know where to get the following midis

Legend of valkryie - main theme
Chrono trigger - peaceful days
Seiken densetsu 3 Weird counterpoint

I tried looking on vg music i didn't find any of these midis

It would be appreciated if i was given any of these

--------------------

This is my layout i plan on adding one soon

I have a discord server smwc users only


i have a few hacks that are currently in a wip state you can check them out here

Pages: « 1 2 3 4 5 615 16 »
codfish1002's Profile - Posts by codfish1002

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks