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Tip: Entering a door or pipe, activating a P-Switch or grabbing a star, completing the level, hitting a message block, and dying will cause issues on the title screen, such as causing musical glitches, or trapping the player in an endlessly-looping level.
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Posts by Dr.Moe
Dr.Moe's Profile - Posts by Dr.Moe
Pages: « 1 2 3 »
Hey guys,
I'm searching for the ROM-Address for Buzzy Beetles x-speed, I just found the Address for the speed of the shell, but no walking speed?!
Hey, yes that's what I was searching for, thx for your fast help! I already realized that buzzy shares a table when I changed the stun timer...
Hey guys
I wanted to add a new goal sound with addmusick 1.0.8 but it always loops before screen fades out...so I found another thread where it's said the commands ?0 at top of the file or /r1 at end of every channel makes a song only play once but when I changed that in text file it still loops... so I tried to take a longer sound and even that loops 2 seconds before fade out. What am I doing wrong?
Hey thx for respond ...I forgot to say the #option noloop command was already in the text file. So I tried it with that command with 0? And r1...and all together. But nothing worked. The weird thing is that when I take a longer song about 1min or so even that loops after 10sec...so I guess the problem does not lie in the text file
Code
;================================;
;	THIS RIGHT HERE IS DEFINITELY IMPORTANT!
;================================;

;	1 - Enables Goal Tape SFX

;	0 - Disables Goal Tape SFX

;================================;
;	Goal Tape SFX
;================================;

	#define GOAL 1	; Change Value between 0 - 1

;================================;
;	SPC Generator
;================================;

#SPC
{
	#title "You Win"
	#game "Touhou Yumejikuu"
	#author "comp. ZUN / arr. Hooded Edge"
	#comment "Should've had it for every game."
	#length "0:08"
}

;================================;
;	Instruments
;================================;

#INSTRUMENTS
{
	@29 $FF $EA $B8 $05 $00 ; @30 snare
	@10 $FF $E0 $B8 $08 $00 ; @31 bass drum
	n1F $BF $FB $7F $04 $00 ; @32 closed hi-hat
	n1D $8F $F0 $7F $04 $00 ; @33 crash cymbal

	@6 $AF $B2 $B8 $03 $00 ; @34 lead
	@6 $AF $6C $B8 $03 $00 ; @35 lead (end)
	
	@1 $FF $F4 $B8 $03 $00 ; @36 synth
	@1 $CA $CB $B8 $03 $00 ; @37 strings
	@1 $FF $EC $B8 $03 $00 ; @38 bass
}

;================================;
;	Global Volume / Tempo
;================================;
	"(T10) = t113"
	"(T20) = t71"
	"(T30) = t68"
	"(T40) = t65"
	"(T50) = t61"
	"(T60) = t55"
	"(T70) = t48"
	"(T80) = t41"
;================================;

;================================;
;	Main Macros
;================================;
	
	"@rest = r2"
	
	"@end = [ r2 ]255"

;================================;
;	Instrument Macros
;================================;

	"@lead = @34 o3 v220"
		"(A00) = @35 | $DE $24 $0A $14"

	"@synth = @36 o5 v135"
	"@strings = @37 o3 v160 | $DE $15 $0A $30"
	"@bass =  @38 o2 v245"

;================================;
;	Percussion Macros
;================================;

	"@snare = @30 o3 v255 y10"
	"@kick = @31 o2 v255 y10"

	"@closed = @32 v100 y10"
	"@crash = @33 v100 y10"

;================================;
;	Mining Away...
;================================;

	$F4 $02
	
;================================;
;	Extras
;================================;

	#OPTION NoLoop
	#OPTION TempoImmunity

	"channel # = #"

;================================;
;	Goal Tape
;================================;

#if GOAL == 1
	"@rest = t55 r=84"

	#0 @2 o4 v200 y20 $DC $54 $00 q7F f4.. $DD $00 $0C $B7 $DD $00 $18 $B0 $DD $00 $30 $A4
	#1 @2 o4 v200 y20 $DC $54 $00 q7E c4.. $DD $00 $0C $B0 $DD $00 $18 $AB $DD $00 $30 $9F
	#2 @rest
	#3 @rest
	#4 @rest

Tag (pre) was not closed.
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OK, thx for response i will try it later and report


...Tried to take another sound and added #Option Noloop. Works fine now, I dont know why the the above goal theme didnt work. Thx a lot for help!
Hey guys like the Name of the Thread says, I want to know if roms are running faster on snes9x than fxpak pro without changing any configurations before...I tested invictus on both and it seems that its a bit faster on emulator...but maybe I'm wrong
Hey Guys,
I'm searching for beta testers for my game insomnia
this hack has 16 Exits, boss fight, 2 switch palaces...
many custom elements, but original mario physics,
chocolate style

I reworked nearly the entire game after the last test,
trying to make the levels more flowy and intuitive to play...
So please if youre willing to test it focus on these points.






I really would appreciate feedback on:
Game flow
cheesable setups
and any kinds of frustrating elements ;)


File:
https://bin.smwcentral.net/u/47496/insomnia%2528beta%2529.bps
Thanks for response,so I'm just wondering if you can compete speedruns on emulator and original snes...
(restricted)
Hey I have a problem with my screen scrolling pipes...I installed fuyosas first and changed them with ghbs after..but I have some glitchy effects now, especially when entering an upward pipe cap without pressing up Mario dies...I guess I have to port everything to a new Rom without installing fusoyas patch before? Or is it possible to remove fuyosas patch?
I used ghb second newest version (I guess it was 3.1.14)
Help would be appreciated
Ok thx for response...
I reworked all levels now, making them more fair in gameplay and i hope free from any cutoffs, bugs etc...
I really would appreciate if somebody would test this new version of my Kaizo light hack "Insomnia"...
You find the reworked file in my first post
Hey KTB thank you much for this positive feedback, this is very motivating for me to end up the hack with 2 or 3 more levels; I will work on those issues you found for sure; In grand canyon I forgot to test the level myself after I changed fuyosas pipes which freezes game while going through with ghb's pipes where sprites go on while going through...you could not get the flying questionmark, so I guess this part was not passable, sorry. In moles passage the intended way is run and jump directly in the small pipe like you found out in the end, so maybe I have to put an indicator there.. so far, thank you and kiwi very much for testing it ;maybe I will put a last demo here in next month with last three levels and an endboss
Greets drippz
Hey N450 thank you very much for testing it!
I gonna work on those issues. In the first level I deleted the secret exit but didn't change the level tile so I hope you didn't search too long for it. I think it makes no sense to search in kaizo levels...
So thanks for your effort, I gonna work on the game for a while and load up a demo with the last levels
Greets drippz
Hey, like the title says is there a possibility to add a menu point at the title screen where you can change the controls? Especially I would like to let the player switch the spin jump button from a to r... I know how to change the controls but I want the player to choose it...
Hey guys,
my knowledge about ASM is very very basic but I just tried to write a patch where Mario can shoot Fireballs in all directions when you press either A, B, X or Y
I realized that its not possible to make Mario doing different actions on X or Y... so I changed it to the buttons L and R....
Anyways this code doesnt work at all ;)
Mario only reacts on pressing x or y
so what am I doing wrong?

!Freespace = $10C9BA
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;Code Below
;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

header
lorom

org $00FEC4
JSL CustomCode


org !Freespace


CustomCode:

LDA $17 ;R Button pressed
AND #$10
BNE UP
LDA $17 ;L Button pressed
AND #$20
BNE RIGHT
LDA $15 ;X or Y
AND #$40
BNE LEFT
LDA $15 ;A or B
AND #$80
BNE DOWN
RTL

UP:
LDA #$A0 ;Upward Speed
STA $173D,x
RTL

RIGHT:
LDA #$E0 ;Upward Speed
STA $1747,x
STZ $173D,x
RTL

LEFT:
LDA #$20 ;Upward Speed
STA $1747,x
STZ $173D,x
RTL

DOWN:
LDA #$40 ;Downward Speed
STA $173D,x
RTL
Hey Yoshi,
thank you very much for response!
so my code looks like this now, and it seems to be a bit more steady, but mario is still only reacting on pressing x/y
theres no reaction on A/B , R or L...


Code
header

org $00FEC4
autoclean JSL CustomCode
NOP #9 ; replace the unwanted SMW code (9 bytes, including the one leftover byte) with code that does nothing

freecode

CustomCode:
LDA #$30		;Normal upward bounce speed
STA $173D,x  

LDA $17		;R Button pressed
AND #$10        		
BNE UP
LDA $17		;L Button pressed
AND #$20		
BNE RIGHT
LDA $15		;X or Y
AND #$40		
BNE LEFT
LDA $15		;A or B
AND #$80		
BNE DOWN
RTL

UP:
LDA #$A0		;Upward Speed
STA $173D,x 
RTL

RIGHT:
LDA #$10		;Upward Speed
STA $1747,x
STZ $173D,x 
RTL

LEFT:
LDA #$F0		;Left Speed
STA $1747,x
STZ $173D,x
RTL

DOWN:
LDA #$40		;Downward Speed
STA $173D,x 
RTL


Hey so I can not find peace of mind with this theme...
I just stopped the time of the intro of a mario hack in snes 9x and fxpak pro:
At fxpak pro it last 16,7sec
At snes9x 14,2 sec
so the snes9x is about 15% faster...
do I have any wrong settings?
And if not, I think this is a big difference and
playing on emulator feels very different from a real snes...
Hey
I'm using the fishin boo dissasembly and want to make it being killed by a sprite killing block...
so after some tries i realized that i should make the sprite interact with object or it would be even better if it just interacts with that special block...
so my asm knowledge is very very basic so i tried a bit around but nothing works, maybe anybody can help I would really appreciate!
Pages: « 1 2 3 »
Dr.Moe's Profile - Posts by Dr.Moe

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