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Posts by GlitchyTSP
GlitchyTSP's Profile - Posts by GlitchyTSP
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Hiya.
I'm kind of new here so I apologise if this is a stupid question.

There is a patch that allows Mario to Charge up the fire flower to shoot a Yoshi fireball by pressing Y + R.

However, Instead of Y + R I would like to have the charge function mapped to Y + X or Just X.

In order to do that, I believe I need to change the button address seen here:

Does anyone happen to know the addresses, and if so, could you list them here or link me to a list of them?

Thank you in advance~
Originally posted by WhiteYoshiEgg
For Y+X, you can change !Button2 to %01000000.

If you're interested in details, check the descriptions for addresses $15 through $18 in the RAM Map. $15 and $16 are responsible for one group of buttons, $17 and $18 are responsible for another. The format for $17 is described as "axlr----", which means "the first four bits are for A, X, L and R respectively, the others don't matter". If one of those buttons is being held, the correspoding bit in $17 is set to 1.

Originally the value in that patch was %00010000, which corresponds to checking the forth bit (the R button). By changing it to %01000000, you're making it check for the second bit, which checks for the X button instead. You can also have multiple bits set at once: if you wanted X and R at the same time, you could use %01010000.

Not sure how much of a programming background you have, so if this doesn't make sense to you, don't worry about it. %01000000 should do.


I know next to nothing about code, though I do understand what you mean by changing bits.

Thank you very much!
Request:
NameGravity Man theme
TypePort
SampledNo
YoutubeLink
Hello again.

I wanted to use the Reverse Gravity patch in my hack.
So before I inserted it, I wanted to test to see how it worked.

I applied the Reverse Gravity patch to my SMW U rom, and then used GPS to insert the blocks for it.

I have the up Gravity block at 200 and the Down Gravity Block at 201.

The problem comes when I actually try to interact with the blocks.



Upon touching the Gravity up block the game breaks by either going black, or drawing the same error tile all over the screen, which leaves me unable to progress.

Would anyone be able to tell me what the issue is? perhaps I used the wrong 'block type'? -As I didn't assign one-

(Patch page.)
https://www.smwcentral.net/?p=section&a=details&id=19012
Originally posted by MarioFanGamer
If you apply Reverse Gravity, you should get the address of a routine. That is important because all resources which reverse your gravity rely on that routine. If you missed it, just patch it again (don't worry, only a handful of a patches can't be reapplied and this is not one of them) but don't close Asar. Instead, you open these blocks in Notepad and enter (or copy and paste) the address into the defines for !flip_gravity. Done correctly, the blocks shouldn't crash.




Thank you VERY much!
Someone should update the Readme as I don't think that information is included in it.

Again, Thank you!
Originally posted by MarioFanGamer
Originally posted by GlitchyTSP
Thank you VERY much!
Someone should update the Readme as I don't think that information is included in it.


Originally posted by by the patch's readme
Once this patch is inserted, asar should output "flip_gravity is located at: $location".
In order to flip gravity in your code, use JSL $location; modify the !flip_gravity
defines in the included ASM.


Oh...That's what that means...
Well I'm dumb. :/
Heyos ya'll.

Do pardon me if this is one of those 'Ah shit, here we go again' moments.

I wanted to use the SMB3 Boom Boom Patch for a hack idea.
However, the patch itself is incompatible with SA-1 -Quite surprising if you ask me considering it's a very memorable SMB3 thing- and I was wondering if anyone would be willing to convert it?

And yes, I tried using a SA-1 Converter, spoiler warning, it didn't work.

My apologies if this is the wrong place to post this.

https://www.smwcentral.net/?p=section&a=details&id=15090
Originally posted by CalHal
I just requested a Super Mario Maker 2 Boom-Boom in this summer C3 thread. You just wanted a proper SMB3 Boom Boom that takes 3 jumps to defeat, chases Mario instead of running forward and back. interact with power ups (including Fierballs, Cape spinning, and LX5's custom power ups), and shows score sprites when Boom-Boom takes damage.


I...Guess so?
I mean, if it's not broke don't fix it?

Sorry, I'm trying to understand if I'm getting yelled at for wanting Boom Boom or...?

Also, Pardon me if I sound like a Grammar *Supremacy*.
"I just requested-" even though that request is from...almost a year ago if I'm reading the dates right?

I'm trying to understand the 'message' of your reply.
Originally posted by ASSATAKKU
Do not make the graphics of "SMM2"?


I assume you mean: Why not use the SMM2 Graphics?

If that is your question, the answer is that I don't plan on using Boom-Boom sprites for Boom Boom, if that makes any sense.
Originally posted by WhiteYoshiEgg
Not sure where the conversion tool might have screwed up, but I did this by hand and it seemed to work. Hope it will for you too!

boom.asm (no credit or anything needed, no guarantee it works, only minimal testing)

(also, just in case you want to be technical, in SMWC terms this thing is a sprite, not a patch.)


I am aware, though I apparently mixed the terms up.
Thank you and sorry!
Originally posted by Fermín Acosta Jr.
Originally posted by WhiteYoshiEgg
Not sure where the conversion tool might have screwed up, but I did this by hand and it seemed to work. Hope it will for you too!

boom.asm (no credit or anything needed, no guarantee it works, only minimal testing)

(also, just in case you want to be technical, in SMWC terms this thing is a sprite, not a patch.)


It doesn’t work for me sadly :(


Wait...the converter or the actual sprite?
I haven't been able to test it since I've been quite busy with schooling things.
Originally posted by Ninja Boy
Personally I would test it myself, I know other users like to use other patches and stuff during testing like let's say Lx5's powerups and if it doesn't work they may blame the sprite itself and not incompatibility with other patches.


Ah I see, alright then I'll try to test it tomorrow then.
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