Oooh, the height of a vertical level but the length of a horizontal!!!!
Posts by kirbyeatsbomberman
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Don't you need to LDA it first?
Maybe you could use BTSD which is easier, has no slowdown and supports bin blocks?
Yeah but you can insert it as a .asm file then which is cleaner and easier to detect errors with.
Maybe he means the exGFX and ExAnimations?
I would've thought so, this being an open hack but I guess you'll have to ask pikaguy or Hach.
No RTS at the end? (Instead of RTL since BRLs don't jump back like JSL does)
I'm trying to base a sprite off Maguses vertical level generator by getting mario to fall off the bottom of the screent and to come out of the top of the screen and vice versa but the code that I use only loops between subscreen boundaries (he doesn't go to the very top of the screen); could anybody fix this problem? I've tried all sorts!
What I want is in this video here:
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/xUuIf9iCcLw&hl=en_GB&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/xUuIf9iCcLw&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
What I want is in this video here:
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/xUuIf9iCcLw&hl=en_GB&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/xUuIf9iCcLw&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
More importantly, did you point it to good freespace (past halfway through the ROM)?
Change your background scroll settings to slow or none (in extra properties I think).
This is something I noticed which may have been done before: if you lost your spritetool folder full of your custom coded sprites and you wanted to get them back but could find out where to disassemble from (the init string).
There would be no way to find them would there? Well, you could make a backup of your ROM and insert a sprite into that, and then look at the addresses that are deleted. Those would be your custom sprites!
The PC addresses are there (could be found via Transhexlation) and the number of bytes used is mentioned so you know where to finish. For expert disassemblers, this could be used to recover lost sprites!
(I'm guessing this could also be used to get sprites from other hacks too though.)
What do you think?
There would be no way to find them would there? Well, you could make a backup of your ROM and insert a sprite into that, and then look at the addresses that are deleted. Those would be your custom sprites!
The PC addresses are there (could be found via Transhexlation) and the number of bytes used is mentioned so you know where to finish. For expert disassemblers, this could be used to recover lost sprites!
(I'm guessing this could also be used to get sprites from other hacks too though.)
What do you think?
I suppose that would be handy (if anyone plans to use those levels).
You have to set layer 2 scrolling in extra properties to constant.
Originally posted by HuFlungSno
Use map 16 and copy the graphics for the used block to an empty space, then make it act like block 130 instead of 132. As for a coin... I don't really know, some kind of custom sprite or block I assume would be needed.
Purple coins?
Sorry to bump but I need help (and I've also changed the code to a link instead.)
This is the code
This is the code
You need to INIT your rom in cmd the first time you add music by adding INIT at the end of the line.
I check if Marios y position is below or above a certain value and so set it to one value above below the opposite value but this only counts as subscreen boundaries and only loops between unless I jump to the top of the loop, in which I end up on the loop the (sub)screen above.
Maybe the level has moved to 1C7?
You have reinserted it haven't you?
Not with LevelASM it wont with that being level specific.