Basically I would need alot of enemies then to fit the SPP style. I will redo them later, I guess. Thanks for the help though.
Anyway, new intro screen for Toad's World.
Carol actually made the ASM files, but since it didn't really work on another SMW ROM because of his HDMA effects, etc, I kinda rewrote it to make it work. Watch here! ^_^
I was planning to redo the tilemap for the layer 3 text shown in the title screen to expand the letters to 16x8 instead of 8x8. If anyone could figure out how, I'd highly appreciate it. Otherwise, I would need to use 8x8 text.
Requestion a block that turns invisibile once Mario touches it. Like in Yoshi's Island when you moved into those hills you could see it and when you were outside you weren't able to see anything inside.
The RAM address to check if Mario is touching the block would do it as well.
LDA $15 ; Load controller data <- correct
AND #$08 ;up is pressed? <- correct
BNE bnp ; not 08, jump to bnp <- wronghow to jump here without a lable? o_O
LDA $09 ; otherwise load 9 <- wrong, this loads a ram address
STA #$ODBF ;to the "player's current coins." <- wtf o_O
RTS ;now be done.
Remember #$ is a value while $ is an address.
LDA $15 ;load controller flag
AND #$08 ;check if up button is pressed
BNE Coins ;if true, jump to coins code
RTS ;else return to subroutine
LDA #$09 ;load 9 coins
STA $0DBF ;store in coin register
RTS ;return to subroutine
This should work, I hope. If not, try replacing the BNE with a BEQ.
Actually, the bug with the P-Block has already been fixed in addmusic. o_O For the music not to restart when entering a pipe or something, I doubt that setting the music to 00 will work. You will have to get the routine when Mario enters a pipe/door and find the spot, which restarts the music, then write your own code and jump to it, if I'm not wrong.
I need help finding out the whole tilemap for the Mario Start / Time Up / Game Over screens. I already found the tilemap for the upper letters, but it seems that some of them are Y-flipped and some are not. I just can't seem to find them. Also, the format seems to be reversed.
TRATS OIRAM becomes MARIO START etc, see below.
M A R I O S T A R T !
15 04 03 4C 00 03 FF 5D 4D 03 4C 4D FF 00
G A M E O V E R
02 03 04 05 5F 03 4A 4B 4C
T I M E U P !
4D 00 04 05 5F 4A 01 FF 00
Don't ask me about the format, I have yet no clue how to actually change the tiles without screwing it up. >_>
Any help appreciated.
P.S. Once I'm able to edit this whole thing, I might do something nifty, but for now I just want to change the MARIO into TOAD^^
Well yea, I'm using BMF's HDMA kit, since d4s' adds the Nintendo logo and I also would need to redo my hack, which I absolutely do not want. Everything works really nice so far, background scroll, wave effects, color gradients, etc, but there is one problem in general.
When I play the level, the graphics become garbled at screen C or higher and crash the game. Also, some sprites are going behind the background, but that shouldn't be too hard to fix by giving them proper priority.
Now my question, what is causing the glitch at screen C or higher?