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Tip: Keep in mind that the maximum size for an ExAnimation ExGFX file is 16 by 13 tiles, rather than 16 by 8 tiles like you would expect.
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Posts by BrownBuddy
BrownBuddy's Profile - Posts by BrownBuddy
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How do people combine vanilla tilesets like grass and cave or cave and forest? I see a lot of ppl do it in Vanilla contests.

I just started and I'm assuming they do it through ExGFX? Do they just redraw the ledges, etc. that they want into a single Graphic sheet and import it? Then do they make their own palette?
Originally posted by MarioFanGamer
Redraw? And besides, you can just put the graphics to BG2/3, create Map16 tiles for them and then use two tilesets at the same time.


I still don't understand. Is there a tutorial for this?
Thank you. I have another question. Sorry for posting again so soon.

What's the deal with Dynamic sprites. I've read a couple threads that say that they take up the bottom of SP4. DSX.asm should take care of this right? But when I apply the patch with ASAR and insert the Mario Maker midpoint flag sprite, the Flag overlaps with the Banzai Bills in my level.

Wasn't DSX.asm supposed to solve this?
Is it possible to insert a custom sprite without replacing SP4?

For example, I want to make a level that uses Boss Bass and Dolphins. My very novice brain has come up with two solutions. One would be editing the asm file to use GFX from SP1/2. The other is downloading, editing and using the dolphin assembly from the Sprites section.

Are any of these the right way?
I'm sorry I'm still having trouble understanding.

I get the part about 5 frames of animations for 4 tiles.

However, I don't understand what the values equal/mean. They're in hex right? Does E0 or 224 mean the 224th tile of the SMW Graphics? If so, how do I count them? From left to right?

Sorry, I've been looking through old threads for answers but I cannot find it.
Several dumb questions:

Is there a Vanilla way to make the jumping dolphins start jumping from left to right?

Also, is there a trick to time the dolphins? Most of the time when I place them--even if they're on the same screen--they don't jump at the same times.

Finally, does layer 3 just not move when you embed the "advanced bypass". I moved the water up and the usual water animation doesn't happen.
Request name: SMB3 Airship-esque Intro Jump

Type: Block/Patch

Short description: If even possible, a block that launches Mario into high in the air without being affected by any layers or patch that allows for a level entrance that has Mario jump up onto a ledge (sort of like the Yoshi wings or being shot from a pipe)

Links: https://youtu.be/n0DkuC2c8cs?t=13 (That little jump mario does at :20).
Is there a patch or method to make the tide push Mario to the right? Furthermore, the speed at which he goes that direction?

I found these two patches:

https://www.smwcentral.net/?p=section&a=details&id=4365
https://www.smwcentral.net/?p=section&a=details&id=19034

The first link seems most promising but it uses xkas.
Thank you both. I will try this later.
Is it possible to modify the amount of tiles that this sprite uses. Currently, its only 16x16 can I move it up to the 16x32(right?) dimensions of normal SMW dolphins?

This is the GetdrawInfo
%GetDrawInfo()
LDA !157C,x
STA $02
REP #$20
LDA $00
STA $0300|!Base2,y
SEP #$20
LDA $14
LSR #3
AND #$01
TAX
LDA Tilemap,x
STA $0302|!Base2,y
LDX $02
LDA Props,x
LDX $15E9|!Base2
ORA !15F6,x
ORA $64
STA $0303|!Base2,y
LDY #$02
TDC
JSL $01B7B3
RTS


I know there is supposed to be an address that handles this easily but I can't find it with all the shorthand in the code. Would it just be better to try and write my own?
Actually, I was trying to use the behavior of the dolphin jumping left to right. So, the graphic would be wide rather than tall. I was able to achieve this partially on my own. I added a tilemap3. But I still have some problems.

The "tail" part grabs tiles too far and shows the tiles of other sprites. Also, when jumping to from right to left, as dolphins do, the tiles just flip rather than change order.

Here's my attempt at modifying the code:
Code
%GetDrawInfo()
	LDA !157C,x
	STA $02
	REP #$20
	LDA $00
	STA $0300|!Base2,y
	CLC
	ADC #$010			; put the second tile 16 pixels below the first
	STA $0304|!Base2,y
	CLC
	ADC #$000A
	STA $0308|!Base2,y
	SEP #$20
	LDA $14
	LSR #3
	AND #$01
	TAX
	LDA Tilemap,x
	STA $0302|!Base2,y
	LDA Tilemap2,x
	STA $0306|!Base2,y
	LDA Tilemap3,x
	STA $030A|!Base2,y
	LDX $02
	LDA Props,x
	LDX $15E9|!Base2
	ORA !15F6,x
	ORA $64
	STA $0303|!Base2,y
	STA $0307|!Base2,y
	STA $030B|!Base2,y
	LDY #$02
	LDA #$02
	JSL $01B7B3
	RTS


Here's a visual: https://imgur.com/gallery/UVHgLIH

Is there an address that completely flips tile order? And Would I need to change the "LDA" address that dictates how much tiles each piece of the sprite loads? Also would it have just been easier to write a damage routine in the dolphin disassembly?
Does this patch https://www.smwcentral.net/?p=section&a=details&id=4348 give anyone else trouble? I tried using it for the disassembly mushroom scale platforms to spawn custom graphics. It worked but, for me, it seems to mess with the other sprites that use $7E009C. The growing vine spawns vines and slopes for some reason and custom blocks that disappear and become passable remain solid. I know it's an xkas patch. Does that mean anything?

Is there a way to fix this or was this a trade-off for this code?
Hey.

For the last week and a half I have been trying to understand how to properly program this sprite: https://www.smwcentral.net/?p=section&a=details&id=20580. The instructions are "The first extra byte customizes its sinking speed; the second one, its rising speed (vanilla values: 08FE)." Yet, even with this simple instruction, I'm just failing to understand.

Where exactly are these "bytes"? Are they the lines labeled "extra_byte_1/2"? When I play the code, why does the 2nd byte seem to work with its sinking speed? What does 08FE mean? Does 08 go in the first byte and FE in the second? What do the numbers mean, is there a predetermined threshold that determines the speed (i.e 00 - FE)?

I want to just make a mushroom that goes down and rises quickly but I cannot get it to work. When I have the first byte at 00 and the second at 08FE, the sprite doesn't work consistently at all. I have four in my level, and they rarely work how I want them to lol. These same increments make them either go down extremely slow, too fast, glitch into the ground, go up(?), or not work at all--In the SAME level!

However, I'm sure a lot of sprites use "bytes" to customize their behavior. I want to stop guessing and checking and really know what the numbers I type in mean/do before I load up the emulator--Especially when more often than not, it doesn't do what I want lol. The PIXI sprite insertion tutorial mentions bytes but doesn't seem to give me what I want to know. But I'm probably too dumb to understand.
Ahhh. I feel so dumb. Thank you once again Thomas. You are very helpful!
What are the benefits/usage of expanding your SMW rom to 8GB? Why is the option there?
Critique or suggestions appreciated. Two layouts.

https://imgur.com/a/iomnpic

This opening room for my level seems really ugly. I think ts suffers from being too brown and it also doesn't communicate what I want. I was attempting to give players a brief preview of the enemies in the level and also communicate this atmosphere of a hotel infested with moles. Two very different areas are established early, mole hills and the hotel but then the mole hills invade the hotel space and reveal a ruined hotel.

I definitely failed in that regard. There's no "surprise" for the player. I like parts no vertical scroll because it makes the scale of the hotel bigger. I feel that the vertical scroll level asks less of the player.

I hope this is okay to ask in this thread.
Is there an UberASM Tutorial out there on the level of MarioFanGamer's PIXI tutorial or Telinc1's GPS tutorial? I'm having trouble understanding how to use the tool. Specifically adding level exclusive codes.

Is it as simple as just dragging the asm file to the "level" folder and then writing it up in the list.txt? Because I tried that and it won't work.
Yeah. I was attempting to change a gamemode UberASM to a Level one but when I load up the level it essentially soft locks. Mario is invisible, I can't move, and the timer is at zero. Is there a header that should be before the code that is missing?

Is it possible/is it better to just to place that file in the gamemode folder and make it is own game mode?

I guess for reference I'm trying to use these blocks: https://www.smwcentral.net/?p=section&a=details&id=13508
It works now, thank you both.
Does ASM allow for us to make a sequence of events?

I.E: Can I write a block that makes a sound effect and then after say 2 in game seconds it makes another sound effect?

If so, could write a block that does different actions in order?
I.E: A block that plays SFX then does an action.
Pages: « 1 2 3 4 »
BrownBuddy's Profile - Posts by BrownBuddy

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