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Posts by Majora252

Majora252's Profile → Posts

Originally posted by Kyoseron

Lastly, I recommend trying the hex edit listed in the ROM map for preventing fading for the end of the level.


Or you can apply the FadeFix patch.
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Originally posted by famerdave
It dose not work with Xkas GUI normally!


It would have been nice to know that sooner. Which one should I use?
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This hack looks exellent so far. The levels look fun and I really like the overworld and status bar. Also, could I beta test this hack?

On the first level of the ship, you should edit the pallet of the blocks at the left of the screen. I don't like the green outline.

P.S. How are you doing with your shop blocks? If you need any help with the coding, then just tell me and I'll help.

P.S.S.
In the morning I'll add the userbar to my signiture.
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Originally posted by Lynnes
No way, make it General Guy. He's amazing.

Not that you can tell I like him, or anything.

LOL

Back on topic, I would love a paper mario rankset. Its one of my favourite games.

Maybe #100 could be the star spirits or the star rod.

That reminds me, someone should make a General Guy boss.
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Userbars for the supporters!



Quote this post to see the code.
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Yes, I applied it on an edited ROM I use to test custom sprites,music,patches,ect. Was I not supposed to insert anything? For the addreses this is what I did.

1. Create the txt file with slogger.
2. Open it and select the first 2 addreses on the left.
3. Convert them from PC to SNES with Lunar Address.
4. Insert them in as the freespaces.
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I'm aving a lot of trouble with Romi's cutscene tool. I install active perl, but it when I select it in the programs list it doesn't appear. So I try editing messages. I edit the "hello_world".txt to make it say what I want, I run the batch file and insert the sprites. However, after placing them and starting the game, it just displays the normal "Hello Golden Yoshi!" and continues that and then teleports me to an endless bonus game.

Any help?
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Didn't work.

I made sure everything is in the correct folders. Maybe its because I can't load perlscript?

And the command prompt says "VWF.pl is not reconized as a command" or something similar.

Also how do you make the cutscene this style instead of the original blue one?

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/YZ6WwtNXzFY&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/YZ6WwtNXzFY&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></div></div>

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Newest member of the team is MetaKnight 3!

This is the "hard" level she made for the test. It may or may not be used, but it is a fun level. The only problem is the lag. (I fixed the other 2)

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/YVyPxZR87js&hl=en&fs=1&rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/YVyPxZR87js&hl=en&fs=1&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
Sorry about the lack of volume.
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What sprites do you want?
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OK, I'll try to insert it for you.
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Originally posted by Maxx
No, unfortunately that will not. It would work with the old blocktool but the more commonly used Blocktool Super Deluxue it won't. The code is all right, though.


This is what you want:

JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall

MarioBelow:
MarioAbove:
MarioSide:
LDA #$01
STA $19
SpriteV:
SpriteH:
MarioCape:
MarioFireBall:
RTL

Although now that I think about it, isn't there just a blocktool block you can use? Just register it as a .bin file in BTSD.
Geesh you guys making me write a few lines of code gosh


You forgot the RTL. And you can simplify the code a bit more.

Code
JMP Main : JMP Main : JMP Main : JMP Return : JMP Return : JMP Return : JMP Return

Main:
LDA #$01      ;Load 01 (Big Mario) into A
STA $19         ;Store it to Mario's powerup status
RTL                 ;Return

Return:
RTL                 ;Return



If your looking for a patch that makes it so you always revert to big Mario when hurt, then you can find that patch in the patches section.
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When is the next update.
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OK, you can help with the OW and graphics. Thanks! Could you send me a sample over world? (Just something small, or something you've done before).

And skedar, you can help with level design if you want to. There's no time limit. I've seen your levels before and their pretty good. (I'll fix up bugs in the levels.)

EDIT: I saw your OW in your hack, so you don't have to send me an example.

And I'll make new userbars.
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New userbar for the people that think the other one is messy. Unfortunately I couldn't add any images due to problems with the program. If any one wants to make a better userbar than go ahead.

Code

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Yes, I did remove it.

This is what the .txt file said.

Code
H:\Documents and Settings\Josh\Desktop\MARIO.SMC
headered
ROM is 0x200000 bytes long

Each row lists an offset on the left, and the size on the right

0x080377	0x0014
0x083BFD	0x0161
0x0881A1	0x005F
0x09B298	0x06B6
0x09BB11	0x01A1
0x09BCDC	0x0641
0x09C4A0	0x3D60
0x0A6F08	0x12F8
0x0A8200	0x8000
0x0B0200	0x8000
0x0B8200	0x8000
0x0C0200	0x8000
0x0C8200	0x8000
0x0D0200	0x8000
0x0D8200	0x8000
0x0E0200	0x8000
0x0E8200	0x8000
0x0F0200	0x8000
0x0F8200	0x3000
0x0FB224	0x4FDC
0x1027BE	0x5A42
0x108200	0x8000
0x110200	0x8000
0x118200	0x8000
0x120200	0x8000
0x128200	0x8000
0x130200	0x8000
0x138200	0x8000
0x140200	0x8000
0x148200	0x8000
0x150200	0x8000
0x158200	0x8000
0x160200	0x8000
0x168200	0x8000
0x170200	0x8000
0x178200	0x8000
0x180200	0x8000
0x188200	0x8000
0x190200	0x8000
0x198200	0x8000
0x1A0200	0x8000
0x1A8200	0x8000
0x1B0200	0x8000
0x1B8200	0x8000
0x1C0200	0x8000
0x1C8200	0x8000
0x1D0200	0x8000
0x1D8200	0x8000
0x1E0200	0x8000
0x1E8200	0x8000
0x1F0200	0x8000

A total of 0x153AE2 bytes of free space were found


The numbers in red are the ones I converted to SNES.

And this is the freespace.

Code
!freeSpace1 = $108177
!freeSpace2 = $10B9FD

;MUST BE AN UNUSED RAM ADDRESS
;(Default address: "Unused" part of stack)
!currentGfx = $7E010D


I didn't change the RAM address part because it was already filled in.
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(restricted)
This might help. It was in a block that came with BTSD.
Code
!GRAVITYLEVEL = $08
GRVMASK:

db $00,$01,$03,$07,$0F,$1F,$3F,$7F

GravityActive:
	LDA #!GRAVITYLEVEL
	AND #$07	;only low 3 bits
	TAX		;and into X

	LDA $14		;frame counter
	AND GRVMASK,x	;affect gravity on this frame?
	BNE Return

	LDA #!GRAVITYLEVEL
	BIT #$08	;test for high / low
	BNE HighGravity	

;lowgravity
	DEC $7D		;up
	RTL
HighGravity:
	INC $7D		;down
Return:
	RTL

You'll have to edit the code a bit to make it only work when mario is jumping.
HINT:
Code
LDA $140D
BCC GravityActive
RTS

Do something similar to that.

And of course make it a generator.

Just out of curiosity, whats your current code?


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Go to "Change Properties In Header" (the mario head) and set SNES registers and level modes to OD.
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