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Tip: Create a fair "difficulty curve" - that is, start off easy and then get gradually more difficult as the hack progresses.Not logged in.
Posts by PinkSatan
PinkSatan's Profile - Posts by PinkSatan
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If by chance you've found out the solution to this could you share it. I'm having the exact same problem.
Invictus in late 2019, at the time I could barely make it past the 3rd level. Now I'm at the final boss.
Originally posted by SomeGuy712x
Does anyone know the name of the music plays in the Space Boogers level of the SMW hack, Lost in the Forest?

Video link of someone playing that level. (Starts at 22:53.)


Seems to be this port with different samples.
Personally I've had great results with making the HDMA level ASM. You just have to change the lines that say...

Code
.InitCode:
and...
Code
.MainCode:

to...

Code
INIT:
and...
Code
MAIN:



You'll also have to change the lines that say...

Code
RTS
to...
Code
RTL
Just to clarify, are those other patches level asm? You can only use one file per level.
Originally posted by Qwerty13x
Hello.
Well someone knows if there is a way to make the goomba flatten like the SMB3 goomba but not make the goomba use only 1 frame like the imamelia SMB3 Goomba Flip patch

I'm not exactly sure if this meets your specifications but I believe that this is what you're looking for.
Is it possible to have a block (block1) change into the next map16 tile without anything touching it.

I have a different block (that we'll call block2) that sets a value in freeram.

Can i use Block2 to control the state of Block1?
Thanks, this cleared up a lot. I guess I'll do it through levelasm. :D
How can I change a block to the next map16 tile using levelASM.

The specifics of what i'm trying to do:
I have a block that we'll call B1
I also have a block that we'll call B2

B1 sets the value "01" to a ram address when touched by a sprite.
I need LevelASM to branch when that address doesn't equal zero and make block two increment to the next map16 tile.

I have no idea how to interact with map16 using ASM though. Is there any documentation on this or can somebody please try to explain it to me?

Any help would be appreciated - much thanks
How do i update the tile with UberASM, do i use the ChangeMap16 and put it in the library folder for UberASM?



So far my understanding is that i set the X,Y of the tile im changing to $98-$9B, And my levelASM should essentialy be something like

Sorry if I'm being a bit of a blockhead.
If ran every frame should this do the trick, or am I completely off base here?

Code
LDA !PlayerX
STA !SpriteXLow
STA !SpriteXHigh
Nevermind, I got it to work using manual ExAnimation triggers. Thanks for helping though. Now I'm at least aware that these libraries exist.
Originally posted by LOLRyan2006 the Goombud
Where can I get a block that teleports Mario to the Layer 2 blocks?

Can we get somre more details on what you mean by this? Do you mean like multilayer gameplay like
If so that'll take more than just a block.

If you already have already seen a level that does this could you send a link to a video?
I'm trying to use paralax HDMA on my titlescreen.

I found this thread from 2011 thinking that it would solve my problem but it didn't seem to. Is it even possible or would it conflict with the fading circle intro?
Originally posted by Ninja Boy
Oh man that thread is so old you need to use Uberasm and load an HDMA effect into the tilescreen gamemode but I'm not sure if you can do anything about the fade in circle or not, as in the HDMA will still work but loads right after the fade I believe.


Thanks so much, it worked great.
I'd recomend trying to combine the code again, I've used effect tool in parallel with that auto scroll code before and It's worked just fine.

For example here's what my code looked like.

And this is the effect it had.
On the ROM that it worked on does it work on multiple levels?

Are you inserting it as LevelASM or are you creating a generator. (I'd recommend LevelASM)

Do you have nay HDMA related patches on the unclean ROM that it didn't work on.
How could i go about using this patch but tying the GFX loaded to the save file.

Like, you get to a certain point in the game and mario's GFX permanently changes.
Nevermind, i can't even get the GFX patch to work with my ROM. It works on a clean rom, but it must be incompatable with the Romhack Races Baserom.

Thanks for showing me that patch though, thats gonna come in pretty handy.

==================================

EDIT:
Nevermind x2, I'm a total fool. I forgot to set the freespace in the GFX patch. Im good with it now.
I read this thread and can't get the destination right.

This is how i set up my slot.

And then after I hit OK the destination gets reset to 0.

Any idea on why this is happening?

====================================

Edit: if it helps, here is my AN2 as 2bpp.

here it is as 4bpp.

and here it is in lunar magic
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PinkSatan's Profile - Posts by PinkSatan

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