I'll claim this.
Posts by JamesD28
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This is an effect of the block's interaction position RAM not being updated to that of the sprite's position by default. At the start of the code (directly under SpriteV: and SpriteH: ), you should call the %sprite_block_position() macro.
Yes, boss doors and regular doors do the exact same thing - just teleport you via the screen exit. As long as the screen exit is still set to the level number of the boss fight, a normal door will work just fine.
Originally posted by FuSoYa
Not sure about scope, but haven't really thought about it much since I'm pretty sure we've already got lots of code and a few tools that people can use for doing HDMA stuff.
Originally posted by imamelia
Incidentally, have you ever considered adding an HDMA editor? At least for background gradients? Or would that be outside the intended scope of Lunar Magic?
Not sure about scope, but haven't really thought about it much since I'm pretty sure we've already got lots of code and a few tools that people can use for doing HDMA stuff.
There are indeed tools that already exist for generating HDMA tables and codes, but I guess the appeal of having a HDMA gradient editor within LM is that you could get a live update of how the gradient looks with respect to the background and level palette, without having to edit and re-insert the code, then enter the level in-game. Even if this editor didn't insert any code and just let you generate the tables and view the gradient as you tweak it, I think it would be a nice addition.
Summary: | Exploding Fireball Death |
Description: | Causes sprites to explode like a Bob-omb when killed by Mario's fireballs. Recommended to use the "Forest" Sprite GFX or ExGFX. |
Tags: | bob-omb, exploding, fireball |
Code: | ORG $02A125 db $09 ORG $02A127 db $FC ORG $02A12A db $0D ORG $02A136 INC !1534,x LDA #$40 STA !1540,x BRA $03 |
Submitted: | by JamesD28 |
Changes the overall function of fireballs, goes against Tweaks guideline 6: "A tweak to a code should not change its overall purpose. For example, altering a speed value, changing the ID of a spawned sprite, or forcing a condition to always/never occur are acceptable; using a series of edits to give a sprite new abilites is not."
Completed the Chucks With Extra Bit Retain Type When Hurt patch for idol, which has been approved here.
Completed the Pitchin' Chuck Won't Turn On Extra Bit patch for Picayune, which has been approved here.
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File Name: | Super Koopa |
Added: | |
Authors: | NekohDot |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | Yes |
Includes GFX: | No |
Description: | This is a disassembly of the super koopa. If the extra bit is set it will act like the rising koopa if not set it will act like a red caped swooping koopa. Credit is not necessary but would be nice as I spent a long time doing this. Now SA-1 hybrid. |
Tags: | lorom, sa-1, super koopa |
Screenshots: |
A backup can be found here.
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While tomato isn't my kind of thing, I think I'll give this a go (jk tomatoes are the best)
Jokes aside, this looks real fun. I'm glad I could have a part in helping you sort issues out, looks like it was definitely worth it! I'm sure I'll have a fun time playing this when I get the chance, and I look forward to seeing the final release.
Jokes aside, this looks real fun. I'm glad I could have a part in helping you sort issues out, looks like it was definitely worth it! I'm sure I'll have a fun time playing this when I get the chance, and I look forward to seeing the final release.
I've been following the progress of this in the discord server, and it's great to see it released! It's going to open up a lot of new creative potential for water-based levels, and I look forward to seeing what people do with it. Good job!