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Posts by TheJank
TheJank's Profile - Posts by TheJank
Pages: « 1 »
Hi all, this is my 1st time posting, so please apologize if I posted in the wrong section or something of that sort.

I was having some slowness issues with my hack and found out about the sa-1 patch, that could sort that out.

So I patched it in a clean ROM (expanded to 4mb) and it worked fine.
However, when I install the retry patch, things start getting weird (I tried with and without bwram plus).
The Rom loads normally, but whenever I die, the whole screen glitches, showing a mess of random graphics. Also, when I reset and load my save file, the screen also glitches for a second, and then takes me to level 00.

I'm probably messing something up, but I have no idea what else to try.
Okay, that solved part of the problem, thank you for that!
Now the game doesnt glitch out when I die.
However, it's still breaking when I try to load the save file.

Do you have any clues what the reason might be?

And again, thanks for the help
Hello!

I'm using this custom sprite (https://www.smwcentral.net/?p=section&a=details&id=22331) which replicates the mario maker bob-ombs.

However I want the explosion to be able to destroy turn blocks (note that the gif on the above link shows the explosion destroying blocks), but I can't figure out how to do that.

I also tried using this ASM (https://www.smwcentral.net/?p=section&a=details&id=12428), but this only makes the default bob-omb's explosion destroy blocks.

I tried messing around with both codes, but to no avail.

Can someone help me with that?

Thanks a lot!

--- Edit ---

TheBiob helped me out on Discord, fixing the issue.
Apparently that custom sprite handles explosions in a different way.
Then, after some research on the forums, I tweaked it a little more.

The solution is as follows, in case anyone needs it:

overwrite this section:
Code
Check_Fuse:
	;; Branch away if it's not time to explode
	lda !163E,x : cmp #$01 : bne .dont_explode

	;; SFX, explode status, explode timer, normal sprie status,
	lda.b #!ExplosionSFX : sta.w !ExplosionBank|!Base2
	lda #$01 : sta !1534,x
	lda.b #!ExplosionTimer : sta !1540,x	
	lda #$08 : sta !sprite_status,x
	
	JSL $01A7DC|!BankB          ; check for Mario/sprite contact (carry set = contact)
    BCC +                       ; don't hurt Mario if no contact is made
	JSL $00F5B7|!BankB      ; hurt Mario
	+
	;; set to interact with other sprites
	lda !sprite_tweaker_1686,x : and #$F7 : sta !sprite_tweaker_1686,x
	
	;; set to default interaction
	lda !sprite_tweaker_167a,x : and #$7F : sta !sprite_tweaker_167a,x
	rts



with this

Code
Check_Fuse:
    ;; Branch away if it's not time to explode
    lda !163E,x : cmp #$01 : bne .dont_explode

    ;; SFX, explode status, explode timer, normal sprie status,
    lda.b #!ExplosionSFX : sta.w !ExplosionBank|!Base2
    lda #$01 : sta !1534,x
    lda.b #!ExplosionTimer : sta !1540,x    
    lda #$08 : sta !sprite_status,x
    
	LDA #$15
	STA $1887	; shake the ground
	LDA #$0D		;/
	STA $9E,x	;\ Sprite = Bob-omb.
	LDA #$08		;/
	STA $14C8,x	;\ Set status for new sprite.
	JSL $07F7D2	;/ Reset sprite tables (sprite becomes bob-omb)..
	LDA #$01		;\ .. and flag explosion status.
	STA $1534,x	;/
	LDA #$40		;\ Time for explosion.
	STA $1540,x
	LDA #$09		;\
	STA $1DFC	;/ Sound effect.
	LDA #$1B
	STA $167A,x
	RTS
    
    ;; set to default interaction
    lda !sprite_tweaker_167a,x : and #$7F : sta !sprite_tweaker_167a,x
    rts
Pages: « 1 »
TheJank's Profile - Posts by TheJank

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