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Posts by Knosic
Knosic's Profile - Posts by Knosic
Pages: « 1 »
So I made a custom block that is solid unless you are holding the jump button. but now I'm stuck since i Don't know how to give it custom graphics, or how to make it look different (like an on/off switch block) when the jump button is pressed. can someone help me any tips are appreciated :3

p.s. T'm still new to smw editing and I'm an idiot, so I may trouble following directions

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
I had an amazing idea for kaizo hacks; a new type of shell (a new colour like purple or something) where throwing it makes it slower than mario, but you can still bounce off it. This would make shell surfing easy and midairs easy as well.

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
Name: Small Mario Exit
Type: Patch
Description: Set mario to small when exiting a level, should also remove yoshi. This would be useful in almost every kaizo hack to prevent cheese.

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
Originally posted by MarioFanGamer
Originally posted by Knosic
Name: Small Mario Exit
Type: Patch
Description: Set mario to small when exiting a level, should also remove yoshi. This would be useful in almost every kaizo hack to prevent cheese.

Already exists.

oh
ya know, it makes sense this already exists lol

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
Name: Slow Shell
Type: Sprite
Description: A shell that moves slower than mario when thrown or kicked by a blue koopa. Would be cool for shell surfing and doing easy midairs.

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
I think that the file select and player select look bad. So I installed 2 patches that get rid of them both. However, the file select screen still shows up for a split second. Is there anyway to get rid of it?

For the nuke_fileselect i used this code:
Code
header
lorom
org $9CB8
JSR MyMain
RTS

org $B091
MyMain:
LDA #$0A
STA $0100
JSR $9D38
LDY #$12
STY $12
RTS

And for the nuke_playerselect i used this patch.
Could i do a hex exit to remove the file select that shows up briefly? Any help is appreciated.

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
thank you so much! this fixed my problem perfectly <3

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
I changed the background of level C7 to the night theme by copying the background from a star world level. I also set the tileset to 'rope 2' to give it the right graphics. but now when i start the game it plays the no yoshi intro and then enters the title screen level which is a big no no. Does anyone know how I could fix this? Any help is appreciated.

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
thanks once again <3

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
I love the disco block by Nowieso & swunsh_ found here but i want to make the block go poof so it only has a one time use. I'm horrible at coding, so all i did was add
Code
	%create_smoke()
	%erase_block()

at the end of the code; this made it so when the shell touched the disco shell block, it made the block you're standing on disappear.

This is hilarious, but not what i was hoping for. I was just wondering how the code could be edited to destroy the disco block itself. Any help would be appreciated.

EDIT: i figured it out

Code
	%sprite_block_position()
	%erase_block()
	%glitter()
	LDA #!sfx
	STA !sfx_bank|!addr 


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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
Originally posted by Darolac
Would you mind posting your exact code?

i realize now that posting only the part i added is unhelpful, but i fixed the problem by taking the code from the rex manipulation block that destroys it and slapping it on the end of the disco block code

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
Name: Screen Scrolling Doors
Type: Block (maybe plus patch?)
Description: Doors that act like GHB's screen scrolling pipes, as in they don't reload the room. Since they would warp your x and y position instead of moving you at a set speed, I'm not sure if they would require a patch or not. Would definitely make doors cooler.

p.s. these would be so cool!!!!!!

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
I'm trying to make screen scrolling doors similar to GHB's screen scrolling pipes.I got it to work pretty much how i want it to, but it is not user friendly in the slightest.

Basically, I have it act just like a door, except it warps your x and y position when entered. The only problem, is the x and y position is set manually. Is there anyway to make it so it warps you to the next map16 tile? This way you could just place a second door instead of re-editing the x and y position every time you place it.

Here's the code I made so far (it warps you 16 pixels right and 16 down)
Code
db $37

JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH
JMP Cape : JMP Fireball
JMP MarioCorner : JMP MarioBody : JMP MarioHead
JMP WallFeet : JMP WallBody

MarioBelow:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
RTL

MarioAbove:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
RTL

MarioSide:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
RTL

SpriteV:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
RTL

SpriteH:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
RTL

Cape:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
RTL

Fireball:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
RTL

MarioCorner:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
RTL

MarioBody:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
	LDA $72					; \ If the player is not in air...
	BNE Label_0000				; /
	LDA $16					; \ If the player has pressed the Up button...
	AND #$08				; |
	BEQ Label_0001				; /
	LDA #$0F				; \ Play the "door" sound effect.
	STA $1DFC|!addr				; /
	REP #$20				; \
	LDA $94					; |
	CLC					; | Change the player's x position by 16.
	ADC #$0010				; |
	STA $94					; |
	SEP #$20				; /
	REP #$20				; \
	LDA $96					; |
	CLC					; | Change the player's y position by 16.
	ADC #$0010				; |
	STA $96					; |
	SEP #$20				; /
	BRA Label_0002
Label_0001: 
	RTL					; > Exit this event.
Label_0002:					; > ----------------
Label_0000:					; > --------
RTL

MarioHead:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
RTL

WallFeet:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
RTL

WallBody:
	LDA #$25				; \ Make this block passable.
	STA $1693|!addr				; |
	LDY #$00				; /
RTL




print "scrolling doors test"

Any help is appreciated. I really want these doors, they would be so cool!!!! :3

EDIT:
Is there any way to set have it warp you to a set map16 tile (or the next map16 tile)? This is literally the only thing preventing these doors from working perfectly.

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
Originally posted by AnasMario130
See, [url=https://www.smwcentral.net/?p=section&a=details&id=12638]GHB already made them.


Did i do this for nothing?! lol its fine.

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
thanks lion :3 yea i feel like i would prefer it if the doors warp you instantly, would also be easier to insert since no patch required.

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
I'm trying to use this Coin + Muncher sprite, but it has confusing options under the extra byte options.

It says if the extra bit is set, then it will be a muncher, but you have to set the extra bit to use it, and it feels like none of the options do what i think they should do.

I'm trying to make an outlined muncher, and that requires extra bit 1 to be 0 extra bit 2 to be 6. This makes no sense to me. Can someone please help me?

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
thanks for all the help! i think i can get this now.

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
I am familiar with the uberasmtool, i know how to use it for the most part. I'm trying to insert Coin Outline which is an outline of a coin that turns into a coin, like in New Super Mario Bros Wii. The block was easy to insert, but the code for uberasm is this:
Code
; Please insert this code in your uberASM code folder.

!RAM = $7F8600

global_code:
		LDX #$EB		; 48 coin slots
		
	.loop	LDA !RAM,x		; If the timer is nonzero,
		BEQ .next
		
		DEC			; decrement timer.
		STA !RAM,x
		BNE .next		; If the timer turned to zero,
		
		REP #$20
		LDA !RAM+1,x		; Get X position,
		STA $9A
		LDA !RAM+3,x		; Get Y position,
		STA $98
		SEP #$20
		
		LDA #$06
		STA $9C
		JSL $00BEB0		; And create a coin
		
	.next	DEX #5			; Check the next slot
		CPX #$FB
		BNE .loop
		
		RTS 

All it says is put it in the code folder. I tried putting this code in the global code asm file, but it didn't do anything. Can someone help me figure out where this code is supposed to go?
thank you so much! :3

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who knew it would take 3 years for me to learn how to insert a custom block into lunar magic
Pages: « 1 »
Knosic's Profile - Posts by Knosic

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