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It seems like they aren't one the site anymore.. (noLeft and noRight)

So I'll PM you my version. As I said, the code isn't super short. But it's not long...

...

Anyways, you'll see my BTSD version soon!
Originally posted by K3fka
Remember, if that advice doesn't work, you can always switch to another browser. (May I suggest Firefox?)

Originally posted by Big Al
I tried out using Firefox, but according to an earlier post, it hates my computer... so I got rid of it...


Note. Not trying trying something here, I'mma just saying, Al, that you should try it again, and if that doesn't work try Google Chrome.
Originally posted by Blumiere
Would "z-index" help out?

In a nutshell:

Code
.apple element {
	z-index: 10;
}
.banana element {
	z-index: 5;
}

Class "apple" will be infront of class "banana" because the z-index is of a higher value.


I sadly think that you're idea wont work that well with just that code.

W3Schools info

To make things clear: "Note: z-index only works on positioned elements (position:absolute, position:relative, or position:fixed)."

Though, making things positioned without breaking the page ain't that hard.
I've been creating a custom sprite that only allows the level to scroll to the right, but I've encountered a problem. Because of the fact that I allow the scrolling based on your position on the screen, L/R scrolling will glitch it out.

The code I'm using is:
Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; INIT and MAIN JSL targets
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                    dcb "INIT"
                    RTL         

                    dcb "MAIN"
                    JSL START
                    RTL

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Actual code:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

START:
LDA $7E
CMP #$60 ;I've noticed that this value works fine. Higher or lower doesn't work well.
BCC Not
LDA #$01
STA $1411
RTL
	
	Not:
	LDA #$00
	STA $1411
	RTL


Note; I've based this off Maxx's wind sprite. But it is completely changed.

I'll be thankful for any help.
Originally posted by HuFlungDu
Well, you could just diasable pressing L and R. The code would look like this:
Code
LDA $18
AND #$F9
STA $18

and that will disable holding L or R. If you want it to disable pressing L or R in one frame, use $16 instead of $18.

Sadly, your code doesn't do a thing for me. I added it directly after "START:" But it doesn't do a thing.

Did I do something wrong?
I'd say Google Chrome. 'Cause it's faster, smarter and safer then all other browsers.

Just sayin'
Well, thanks for the help, but I still can't get it to work.

I'm have a good idea about how to fix it though.

[EDIT]
Actually, if you could make this code only apply if the player is ONLY pressing L or R...
Code
...
LDA $17
CMP #$20
BEQ Not
LDA $17
CMP #$10
BEQ Not
...
Not:
STZ $1411
RTL


I know this is possible. I'm just to dumb to figure out how...
Originally posted by JeRRy86
you can make it check the key-input address(too lazy to search it ATM) and make it check for the L or R button. Make that go to a label where your code is if the check is positive.
(too lazy ATM, lol)

EDIT: level up... yellow zupa koopa!

Oh, yeah. Thanks for your awesome help
I'm a guy, but I like the color purple.

Tag <sarcasm> was not closed.
Originally posted by Vic Rattlehead
Should be even easier, if all you want to do is disable the scrolling:

STZ $1401 (according to the RAM map this is the timer used to start the scrolling)

Why don't ya give that a go?

Thank you! I've tried another solution that looked something like that. But that didn't work. But thanks to "you" it now does.

Should I release this sprite or not?
Originally posted by JeRRy86
well, if it is a really simple code, you shouldn't bother. will not be accepted when you submit it.

It is pretty simple. But I'm not sure if a "n00b" could do it. There's already an generator that does the same thing. But this could be inserted as a normal sprite.

I have an idea of making this generate more aspects of Super Mario Brothers. Like jump-height. (Not sure how to do that one yet though.)
I'm using the SRAM expand patch. And it works really well. But, when I try to clear the SRAM while in game, it doesn't clear everything. So when I start playing on a "cleared" game, the extra "settings" haven't been cleared.

Is there a fix for this? Or is it possible to change back the rom to not save all the extra "settings"? I didn't backup properly. So I'm a little stuck. I also did a few other (unrelated) changes to the rom after adding this patch. So I'd like to undo this one patch.

Any good ideas? Or am I doomed?
Originally posted by Ixtab
That's very odd. you could try making a patch that STZs the extra addresses when you clear the game.
I could do that. If I knew what to hijack. I can't find a thing in the ROM or RAM map about clearing the SRAM.
Originally posted by Noobish Noobsicle
Yeah, I've had this problem. I fixed it by removing the check at the beginning that checks if the first byte is 01.

Basically, just comment out everything from the line "BVC LoadCheck" to the label "Checked:", inclusive.
You mean something like:
Code
		BVC LoadCheck			; if overflow is clear -> Loading

;SaveCheck:	LDA #$01			;\ write #$01 into the first byte of the expanded ram since everything stored there are FF
;		STA $700800,x			;/ 
;		BRA Checked

;LoadCheck:	LDA $700800,x			;\ we need to check the first ram of our expanded area since everything stored there are FF
;		CMP #$01			;/ the byte must be 01
;		BNE Return			; Return if the byte isn't 01

Checked:	INX
??
Sadly, I still don't know if I'm right. Could anyone please reply. I don't feel like playing around with the patch.

Thanks.

[EDIT]
Code
;		BVC LoadCheck			; if overflow is clear -> Loading
;
;SaveCheck:	LDA #$01			;\ write #$01 into the first byte of the expanded ram since everything stored there are FF
;		STA $700800,x			;/ 
;		BRA Checked
;
;LoadCheck:	LDA $700800,x			;\ we need to check the first ram of our expanded area since everything stored 

;there are FF
;		CMP #$01			;/ the byte must be 01
;		BNE Return			; Return if the byte isn't 01
;
;Checked:
		INX				; increment x
		LDY #$0000			; store 0 into the index for our loop

I've done this now. And it still messes up. I think I know what's the problem. But I'm not sure.
I've also tried taking away "INX LDY #$000" but that doesn't help either.
Originally posted by mario90
Well if you are trying to start a new game but the SRAM is still there from the last saved game then all you have to do is delete the .srm file as the emulator keeps reading from that. If you use savestates too that also messes with the SRAM when using new games/files.

You know, that's not solving the problem at all.

Though, it might help for testing.
Originally posted by Zildjian
A few more screens for the Trip World recreation.

[DS:](Oh no!)

comments?

Really nice!

Though, I suggest making a new font. Or use one from the ExGFX section. (If you can't rip a font from the game...)

You could at least edit the font color.
I feel really dumb for double posting AGAIN in this thread. But my problem isn't solved yet.

What did Noobish mean? And is it possible to fix it patch?
@KilloZappit: Yeah. Clearing is not the right word. Maybe resetting?

@ninja boy: I think I've tried that too. Will try again though.
Just want to let you know that my problem remains (dah) and I'm still reading this topic.

I don't want you to think I've given up. 'cause I haven't.
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