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Posts by Ice Man

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Das ist dsx.asm code von smwedit, ne? Nimm auch den oampatch.asm und ändern mal das hier:

org $168000 ; POINT THIS TO SOME FREE SPACE!!!
is im SNES format, also Lunar Address benutzen und gucken, ob du auch wirklich Platz in deinem Spiel da hast bzw. hattest. :P

Also, nimm mal Sprite Header 10.
Tile F8 in GFX17.bin "MUST" be a blank space. It is used to actually fill in all the free spaces in the level (Tile number 25 in Map16 editor). Once you put something there, it will display everywhere in th level.
Finally, a HP bar, which is level specific. Meaning, I can turn it on in Boss battles, while it's off in normal levels.

Normal


Hit (Toad is invisible though, lol)


I might make a vertical one like in MegaMan, but I'm not too sure yet.

EDIT: Small update on my HDMA kit.



Since I'm too lazy (and also lack of knowledge for sprite hacking) I just picked the code from d4s' HDMA kit to fix the priority for some sprites. There are only 1-2 minor problems I've noticed though. The piranha's color is slightly affected by the color gradients, if they're in front of everything i.e. fog, water, lava, desert effect or whatever color you want. Normal background color gradients work fine though. Also, net climing Koopas disappear behind the background, once they're behind the net. Same applies to Mario and other sprites, which status is set to go behind the FG. Just try to avoid either the net climbing in HDMA levels or HDMA in net climbing levels.

I already made a patch for it, once I release the HDMA kit, but I'm not really sure, if it works on already hacked ROMs, since it uses d4s' offsets. If you got space in the range of x87000 - x98400 it's probably save to say, that it works with your hack, otherwise you'd have to copy everything over, but this is a one time only. After that you can edit the ROM as much as you want.
Well, I'm not sure if it works with hacks that already got sprite, blocks, music in it. As I said, if you got alot of space between x87000 - x98400 you should be fine (I'm not sure though, since I can't test it myself), otherwise you will need to copy everything over to the ROM with the patch installed (proper readme will be included anyway).

Also, the health bar was made from scratch and isn't even similar to KilloZapit's. :P
If it is full of 04 10 it should work, since this isn't any code or something. Also, how will this work?
It uses LevelASM and BMF's HDMA version, so you can easily specify which level uses what effect. (Yes, you can use more than 1 effect, too. :P)

I will explain everything carefully in the readme, so you basically CAN'T do it wrong. ;)

Also, I could do it on 2 ways..

Option 1)
Let the people choose where they want LevelASM & HDMA to be installed (chances of not restarting are lower).

Option 2)
Make a patch, where LevelASM & HDMA are already installed and everything you need to do is choose it for the level you want it to have in. (Most likely need to restart the hack).


Small tip, when you hex edit your ROM and change stuff, make a text file and write in what you edited and where you edited. It helps alot. :) I need to start over as well, inserting music, sprites, ASM, all the stuff and with the text file it was much easier to do it. :P
You don't seem to get it, do you?
BMF's HDMA kit won't do anything on it's own but enables HDMA channels to use for various effects. That's why I use it. The HDMA effects itself are all made by me. <_<
1. Did you set the actual path for it? Press 5 I think and you should see the paths.

2. Again, use the underwater paths (blue ones)

3. No clue what you want to know there.

4. Press 5, so you know where to place the event paths.
Just enable layer priority on pipes. He hacked the priority routine to fix the piranha platns, wooden spikes, torpedo teds, etc to not go behind the background when you use HDMA.

Edit: You already fixed it, lol. Didn't see it. Also, what do you mean with fixing question blocks? o_O What's wrong with them?
Don't use it then. I haven't seen anyone complaining except you. You should actually be happy, that there will be another HDMA release. Of course BMF gets credit in the first place for doing his HDMA, no doubt about it, but doing the actual effects can't be compared with ExGFX, really.
Nope, I haven't hacked the NMI routine for the pause menu. All I did was changing the pause routine and made a JSL to the VRAM uploading code.

I don't know much about NMI either.

Also, weird thing is that the Pause menu works in all emulators I've tested (ZSNES, SNES9x and BSNES) but the Message when you die does only work in ZSNES, eventhough it's the same code, just a different table. >_> Anyone know what the problem could be?


P.S. I also noticed that the HDMA effects I made had some bugs i.e. flashing screen when a dynamic sprite is on screen (only happened in SNES9x and BSNES though) so I cancelled it for now and use d4s' HDMA kit instead + I removed the Nintendo logo/ dark pause menu from him. If anyone who is using his HDMA kit wants his Nintendo logo or dark pause screen remove, just PM me.

P.P.S. I still could try adding new effects to d4s' HDMA kit though, since he explained how to do it. :P
A spotlight does NOT require HDMA. :P All it needs is the X & Y position of Layer 2 and follow Mario's position/movement.
You could always trace the opening HDMA circle and use that, perhaps. Not sure, if it really works though. :P
I already said I cancelled it because of bugs. I'm using d4s' HDMA now.
Meh, I might as well request 2 songs, if possible.

7th Saga - Dungeon Battle
Link

Paper Mario - Dry Dry Desert
Link

If I can only request one song, then the Dry Dry Desert one.
Thanks in advance.
I've tried to change the death music to at x780B to $20 cause I inserted a custom death loop but it won't play it. I've noticed this a couple of other times.. Is there like a limit of song numbers that can actually be played with this register? >_>
Thanks in advance.
I know it's possible with Romi's addmusic, but I'm using another addmusic version (the one from Carol). Also, it's not only the death/goal music but the whole register (x1DFB) doesn't seem to allow more than $1D tracks. Everything higher than that will either result in silence or other songs you didn't even want.
According to Mattrizzle, you can do it.

Originally posted by Mattrizle in another thread

Coburn64, you could already do that with addmusic. The death music is just a short, non-looping music track.
Oh, okay. I misunderstood then. Also, is it possible to the disable the loop in a track?

EDIT: This can be closed anyway, since there is a newer version of Carol's addmusic, which inserts the music I wanted. :P
Try this code.

Code
org $00A233
jsl Paused
nop #11

org $2FB000

db "STAR"
dw $0080, $FF7F 

Paused:
lda $13D4  
bne notPause
beq Pause

notPause:
lda #$00
sta $13D4 
lda #$45    
sta $1dfc
rtl

Pause:
lda #$01
sta $13d4
lda #$45    
sta $1dfc
lda #$02
sta $19
rtl
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