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Posts by Goobie Doobie

Goobie Doobie's Profile → Posts

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Hello everyone,
I am currently working on a new SMW-Romhack and maybe srewed up a little bit#tb{:>}. When I finish a level via Goal Tape or Orb, the Game crashes.
I didn't realize the problem for a while, because I only changed the Backgrounds and tested mechanics but I never actually finished the Levels.
After looking through the different BackUps I found out that it started crashing, after I applied the DKC status bar.
When I applied this patch, I sadly forgot that I had applied the TimerDisablerv1.2-patch too. Since both patches disable the timer, could it be that those 2 are in conflict?
The Game always crashes at the exact moment, when the in-game-time should be counted down and you get score points (which in this case should be disabled).
Do any of you have an idea on how to fix this Problem?
I would be very very happy for any kind of anwser, my friend#tb{''}.

...Oh and sorry, if my English is bad or unclear, its not my main language.
Alright, thank you very much for the quick response!
I found the Version without either patch and it doesn't crash, so I will continue to work there and only add the DKC status bar. I lost some process but thats totally fine.
Thank you for the answer and have a nice day#tb{:]}.
Hello, I downloaded the Multiple Midway Points Tool (by kaijyuu, MarioFanGamer & lx5) and with imamelia's very nice ObjecTool-Tutorial, I could learn how to create and insert custom Objects.
I used these lines of code from the tutorial:

CustExObj98:
LDY $57
LDX $13BF
LDA $1EA2,x
BPL .Blank
LDA #$25
STA [$6B],y
LDA #$00
STA [$6E],y
RTS
.Blank
LDA #$F0
STA [$6B],y
LDA #$0C
STA [$6E],y
RTS

This code works perfectly fine and creates a midway point object, that stays after it gets collected and you respawn, but dissappears after the level is beaten. I can't find out how to change the code to make the midway dissappear forever, after it's collected the first time. I tried to find a solution in imamelia's ObjecTool-Tutorial, but couldn't (maybe it's in there and I'm just a great dumbo). I know that we're checking bit 7 here and I somehow need bit 6 but I can't grasp the concept of scary hex numbers... I tried searching in the Forums but couldn't find anything, sorry if someone already posted about this.

Thank you for reading!
-Goobie Doobie
Yes, it worked! Thank you so much!
I see your name in many threads, and you always explain everything so perfectly (thats how I learned many other things like changing Bowser's palette for example).
So I just wanted to say thank you for your help again! Definitly deserves credit-mention#smw{:peace:}
Wait! Is someone still here? Everything works fine, but I just found out that, if I collect the first midway, every other midway in the level dissappears.
CustExObj98:

LDY $57
LDX $13BF
LDA $1EA2,x
AND #%01000000 ; I changed this because I changed my mind about the 'not spawning if returning to the level' -thing
BEQ .Blank
LDA #$25
STA [$6B],y
LDA #$00
STA [$6E],y
RTS
.Blank
LDA #$F0
STA [$6B],y
LDA #$0C
STA [$6E],y
RTS

The checkpoints despawn successfully after I collect them and I spawn at the correct screens, but the problem is that every other checkpoint in the same level despawns too.
What do I need to do, if I want the other checkpoints to stay, after I collected the first one?
Do I need to change something in this particular code?
I also have various multimidwaypoint-blocks inserted with gopher. And I changed the Midway Point Number of every block to their appropriate value. Maybe they might have something to do with this?

Thank you for reading! (again)
-Goobie Doobie
Ah yes, I had difficulties getting the already existing multy midway object to work, so I tried to do it from scratch. And at the same time, I could kinda learn what the different codes do.

Sadly I have to say, I still couldn't get it to work (I am so sorry#smw{-_-2}).
The problem still remains, if I collect the checkpoint, then die, every other checkpoint disappears too.
But if I play through the level deathless, everything is working correctly (every checkpoint appears/disappears correctly).
It seems that a certain flag or value doesn't reset when I die. (Maybe? I don't know thats just a guess)

Here are the codes for checkpoint 1 & 2 that I applied.

CustExObj98:
LDX $13BF|!addr ; Load translevel
LDA !RAM_Midway,x ; If the current midway point index
CMP $01 ; smaller than midway point object number
BCS .return ; ... return
LDY $57
LDX $13BF
LDA $1EA2,x
AND #%01000000
BEQ .Blank
LDA #$25
STA [$6B],y
LDA #$00
STA [$6E],y
RTS
.Blank
LDA #$F0
STA [$6B],y
LDA #$0C
STA [$6E],y
.return
RTS

Here is the 2nd checkpoint

CustExObj99:
LDX $13BF|!addr ; Load translevel
LDA !RAM_Midway,x ; If the current midway point index
CMP $02 ; smaller than midway point object number
BCC .return ; ... return
LDY $57
LDX $13BF
LDA $1EA2,x
AND #%01000000
BEQ .Blank
LDA #$25
STA [$6B],y
LDA #$00
STA [$6E],y
RTS
.Blank
LDA #$F1
STA [$6B],y
LDA #$0C
STA [$6E],y
.return
RTS

Did I screw something in those codes? (probably) Or is it something different like bwRAM or the Blocks?

Anyway, hope you have a nice day!#smw{:TUP:}
-Goobie Doobie
Oh so thats why I had difficulties with the already existing Midway-Patch!
I always inserted it as custom-extended-object and not as custom-obbject.#smw{._.}
But now I finally get what CMP $58 does! I aborted the previous codes and used the existing one again.

This time I inserted everything correctly and successfully... and it worked!
Every checkpoint acts how it should, no matter if I arrive deathless, or with death.

I double-checked everything twice and arrived at the checkpoints on every crazy way possible to be sure that nothing goes wrong. Now all checkpoint-problems have truly been solved, for real this time.

Thank you for your patience and time, I really appreciate it! And I wish you a good day!
-Goobie Doobie
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