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Posts by kirbyeatsbomberman

kirbyeatsbomberman's Profile → Posts

When I have a horizontal level that has layer 2 in it and I set layer 2 scrolling to constant (so it doesn't move with the camera like layer 1) it doesn't move.
The problem arises when I use a layer 2 scrolling sprite, I want layer 2 to move up and down (the scrolling sprite) but when I use it, Layer 2 scrolling with the camera seems to be reactivated so when I step on the layer 2, the screen scrolls and the layer 2 moves with it, thus crushing me at the top of the screen. Is there any way to keep layer 2 scrolling constant throughout the level?
Originally posted by Episode7G08
About the so-called koopa frame:


Is there actually any data for it anywhere in the ROM? How is it graphically rendered if there's no graphics of it in the ROM? Is there a way to edit it?

Do you mean the one that overwrites SP1?
I'd probably start with the sound effect used by Reznor when he shoots a fireball or something that relates to reznor.
How do move layer 2s X position based on what another address is, like powerup or timer (the main problem is that layer 2 stays still no matter what I do, even if it is a changing address like the timer.).
Don't forget that when you insert them via DirectMap16 they will reappear when you collect them all because they're not extended objects. (Maybe you could use ExGFX for FG1 that overwrites the yoshi coin?)
Normally it is backgrounds that need more Map16 anyway, and we can be clever with our FG space by sharing graphics for blocks etc.
07A78 $00:F878 1 byte Misc. Change from D0 to 80 to activate free vertical scrolling. This will bypass the routine that checks whether Mario is standing on solid ground or not (RAM address $72) and sets the scrolling flag accordingly. The camera follows Mario instead of waiting for him to land on something.
(This may already be possible through levelasm)

080C0 $00:FEC0 1 byte Sprite number Object Fire Mario shoots (must change 80A9 to 07 for some values to work)

(To replace fire mario for some levels?)


0874C $01:854C 1 byte Misc. How many segments Pokey has when Mario is riding Yoshi. The amount of segments depends on these bits:
---x xxxx. If any of the x bits are set, a segment will be added. If none is set, the sprite won't appear. If any of the - bits is set, the sprite won't appear.

08753 $01:8553 1 byte Misc. How many segments Pokey has when Mario isn't riding Yoshi. The amount of segments depends on these bits:
---x xxxx. If any of the x bits are set, a segment will be added. If none is set, the sprite won't appear. If any of the - bits is set, the sprite won't appear.

(Handy for various sized pokeys without inserting new sprites)

091D7 $01:8FD7 8 bytes Physics X speed of Bullet Bills. Same order as x91C7.

(For faster or slower Bullet bills per level)

1739A $02:F19A 1 byte Misc. How many segments Wiggler has

(Small and long wigglers?)


These are the main ones I can think of that I wish could be changed on a per level basis.
Normally the first org $xxxxxx I think.
Heh, ah well I guess it works like the yoshis tongue one then (extends the length but not the hitbox).
This is going to be awesome and it will probably be used as often as levelasm in the way that it works, when all bugfixes and such are ironed out :).
(restricted)
Sorry for the bump (I was on a holiday).

When I CLC and ADC the amount of coins I have to RAM addresses $1466 and $1467, no matter what I do, when I collect a coin, layer 2 doesnt move at all.
I get this normally when I open a savestate of a level I have previously edited, the sprite layer screws up and all sprites are removed and turned into koopas that hang around the topleft corner.
Use disassemblies of both and just paste the goombas graphics routine/tilemap over the koopa's.
(restricted)
Change you BG initial settings (The door with a 1 I think).