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Posts by kirbyeatsbomberman

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If they do work, post them to the ROM map (even though that was probably your first intention anyway).
In the 8x8 editor, are tiles 2CC, 2CD, 2DC and 2DD used at all or can I use them for my own dastardly deeds?
Thank you very much (and at the time of starting the thread, I have become a green koopa :P)!
Ah well, may as well just use the ol' smiley coin then.
If it's a generator then it will be active until you use the "turn off generators" sprite (I think).
That would also be handy if say you had a volcano or something on that screen so it shook only when you were near it.
I would think you could use a code that kills you if you lose fireflower status. Coming from the top of my head this could be...

Code
LDA $19
CMP #$03
BNE Die
RTL

Die:
JSL $00F606 
RTL

Take into account this is my first shot. The fireflower powerup should be applied as the Init.
You'll need the patch that fixes the graphics for that though.

EDIT: Dayum!
Originally posted by Fierce Deity Manuz OW Hacker
Scape Santa: I don't think ItemBoxStun will be necessary to this issue... but...

The unstunned key is upside down with wings that flies like the red coin that hurts you until you spinjump it.
I have a question about coding sprites: what do you put into the code to change what the sprite acts like when stunned, I want it so that when yoshi eats it, when he spits it out it acts like a key (physicswise so it has its own gravity) but it can still hurt him.
Maybe the sprite could start out stunned like the key and would run its code from there?
Songs cannot have spaces in their filenames either.
You may have forgotten to INIT your rom first by typing INIT at the end of addmusic.exe romname.smc (only put INIT once or it will screw up your rom like a pig at a butcher convention).
Does anybody know how to set a sprites flag to be stunned when you insert it (like a key which is prestunned when you insert it via LM)?
Would there be some sort of code in the INIT routine that does this?
Originally posted by Fierce Deity Manuz OW Hacker
I think it's this:
Code
LDA #$09
STA $14C8,x

So I just paste that into the INIT routine?
Originally posted by MarioFan2009
How do you make layer 2 move so I can use the large vertical spike?

Using the sprites that are in the "generators" section of Lunar Magic.
They make layer 2 scroll or smash down etc
He means the generator that makes layer 2 "give some".
Originally posted by Rundas
So you found the castle entrances.
But even if I edit them, in game they stay the same. Is there ANY way to change them?

Like some sort of way to save them back to that particular address?