Views: 844,366,032
16 users online:  BeeKaaaay, Captain_Hacko, dacin,  dtothefourth, HammerBrother, Infinity, kamekku14,  KevinM, Kixune, Kr00mmi,  MarioFanGamer, oderjunks, princess1234, shy,  Tahixham, Thirteen 1355 - Guests: 43 - Bots: 66 Users: 46,421 (2,763 active)
Latest: Glitch23
Tip: Keep track of ALL patches and hex edits in case you need to transfer your data to a new ROM. It's definitely worth the trouble.Not logged in.
Posts by NerDose
NerDose's Profile - Posts by NerDose
Pages: « 1 »
Hello, I created this thread to ask some questions about sprite movement patterns I saw in some hacks or vanilla SMW and have no clue how to execute.

Some of these movement patterns include

-Following the player's X or Y position (disco shell/boo)
-Making a Wave/Sine motion (eerie/flying question block)
-Moving the sprite to a specific part of the screen
-Circle motion (chained Spike Ball)

If someone has got some resources for advanced sprite movement in general please let me know, I would really appreciate it.

These aren't all the options regarding movement that I would like to know about but they seem the easiest to code and I should git gud before asking crazy stuff.

Thank you all and have a good day

I suck at ASM
Hello, if anyone would be kind to accept my request here it is

Name Vigilante 8 - Main Menu [N64]
Type Port
Sampled Yes
Youtube Link:

I suck at ASM
Hello everybody,

I have another question regarding sprites but this time it's about animation.
I can only do an easy two-frame loop of a 16x16 sprite but I need some knowledge for a sprite I'm working on.

The things I need to know at this moment are:
-how do I make a loop that has as many frames as I want?
- how do I match action to a certain tile displayed (for example when tile $6B is displayed do this)

Some things I would like to know but are not necessary
-how do I animate 32/64 sprites (generally sprites that have a gfx loop)
-how do I make some frames move faster/slower (i could put the same tiles in the pointer to make it slower but maybe there is a fancier way?)
-how do I make a pointer go back and forth? (same thing I could just put the same tiles in reverse order But I suppose there's probably a more efficient way)

that is all, thank you and have a good day!

I suck at ASM
I'm afraid i didn't format my questions properly, especially for the last one.
when I meant 2 frame loop i meant an animation, I'm now aware that it can be confused with a gfx loop, i currently know the AND method to animate, but I'm afraid that it only works for two frame animations.

The last questions was about the table and the 1602,x pointer. for now i only know how to jump between two values of a table but i don't know how to increase the pointer and store 0 when it reaches a certain number or to decrease until it hits 0 sort of like a back and forth animation.

I suck at ASM
Originally posted by imamelia
Code like that might look something like this:
INC $1570,x
LDA $1570,x
CMP #$08
BCC .NoNextFrame
STZ $1570,x
INC $1602,x
LDA $1602,x
CMP #$03
BCC .NoNextFrame
STZ $1602,x

I can not thank you enough, I didn't even thought about using $1570 and instead used $14, I'm so dumb. My sprite animation finally works

I suck at ASM
Good morning all, I have this problem when using this sprite I made.
Spoiler CLDC.

the level turns into a slippery level and applying a slight modification to the sprite (the gold one) turns the level into a water level.

It seems to happen when Mario makes contact with a solid object (witch moves the sprite pointer and jumps to the code to make Mario jump)
but I have no idea what could be causing that.

I didn't see any particular changes in the debugging when the level turned slippery so I didn't think about it as it doesn't ruin the gameplay but this does, How can a thing like this affect these flags? I am pretty sure I didn't tweak those values at all.

Thank you for listening

I suck at ASM
Thank you, I solved the problem, it's strange I didn't see any change in the value before. I was indexing Mario's speed, that's what was causing it (7D,x)

I suck at ASM
Hello everyone, I'm currently working on a character select screen on uberasm using the dynamic z patch to change the graphics on the fly.

I keep getting this error and I don't know why
CharacterGFXSelect.asm:97: error: (E5032): A bank border was crossed somewhere prior to this point.

I'm also not sure if using the uber at level 101 will maintain the graphics when entering another level through a door or pipe (i don't want Mario's graphics to change every level).

Thank you for your time

I suck at ASM
Pages: « 1 »
NerDose's Profile - Posts by NerDose

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

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Follow Us On

  • YouTube
  • Twitch
  • Twitter


  • Super Mario Bros. X Community
  • Mario Fan Games Galaxy