Language…
14 users online: Angle,  bebn legg, Chaveszzz12, CircleFriendo, co5oo,  Daizo Dee Von, Mapsking, Nciktendo, Scags, Shiki_Makiro, signature_steve,  Thomas, tibi1220, Xulon - Guests: 104 - Bots: 89
Users: 68,376 (2,250 active)
Latest user: unevensea

Posts by Yashum

Yashum's Profile → Posts

  • Pages:
  • 1
  • 2
  • 3
Okay... I have absolutely no idea on what is happening. Do I have to create a badass hack or something? If it's that so I'll just post one... Not that I have one but whatever.
Good Lord, I am really lost here. Does anybody have the ability to explain to me exactly what's happening? I'm really confused. I think I can help and all but without the proper knowledge, I have no idea. Can't just someone hack that System guy out of the site? I feel like I'm being played here you know... Just a little brief will do. I know I'm not THAT participating member but... You know. Sorry for the long post.
Not sure if I should take all this seriously or just laugh at everything...

Anyway... I think this is going pretty far... And moreover, Why we only see Anti-Chester Banners on the site? This means the System men see anti System banners???
God, people are actually taking all this seriously!
Man, I don't find any seriousness in playing with the members of this site like that, when a simple measure could be taken as hacking System out of the site. I cannot believe there is no way to do it and I see no point in turning it on an event like this.
"Mysteriously"... I say it is a set-up u.u I will just continue enjoying the site as ever until somebody tells me what I should do with one true reason to backup it.
I hate being labelled, and I was labelled with the worst color (for me) and "Cannon Fodder". C'mon people, Cannon Fodder???

If it is for C3, it is the worst gimmick ever. Pitting one side of smwcentral against another site... It WILL have side effects. Reed my words. It will, surely will.
Good Lord... It is a shame my Call of Cthulhu hack will not be ready in time...
God, if this emulator thing gets A LITTLE better, it'll just rise to a whole new level of gameplay experience!! I just had the weirdest ideas for a short, totally interactive hack! Of course, the player being able to mess with the level real time wouldn't help much, but man this gave me such cool ideas...
I'm creating a hack and I'm having the following problem.
When Mario exits from a specific level, no matter the means (even teleport blocks), when he appears on the next level intended for him to exit to, the mosaic effect doesn't disappear. I'm using custom sprites and blocks and, I removed the "Glowing screen generator" from the first level (where the exit is). The exit worked perfectly, but I need this generator so that the level works as intended. What should I do?


Update: My hack MUST be ready in 22\Jun. I think I will be resorting to palette animation *sigh*. But, if anybody ever finds the answer to my problem (because I'm not able to do this myself, it seems) PLEASE tell me. A Staff\Moderator may close this thread after 22 Jun. Thank you ^^
Hello!

So, I want to know how to make a sprite (Specifically the Pushable Crate Custom Sprite) to do Throw Block damage and destroy itself like a Throw Block. I don't want it to flash or to be carriable. All I need is for the Pushable Crate to do Throw Block damage along with destroying itself like one. It's for a short hack (that's almost done) that will be my Gf's birthday gift (22 June). I'm also going to release it here. Can anyone help me? Proper credit will be given, of course.
No no sorry for the month mispelling! It is for this month, July (And, after tomorrow!).

About the sprite, I did not know it was possible to determine if it was against a sprite or wall, but it is logical I guess, as it would shatter by simply standing on groung ^^.

Well, it would be real nice if it could destroy itself and damage another sprite (Throw Block Damage!) but don't if hiting a wall.

Thank you both for replying!

P.S. Also, I need it to continue acting like the Pushable Crate. The Pushable Crate, currently DESTROYS any sprite that comes in contact with it. What I need is that it continues exactly as it is, but destroying itself after hitting a custom sprite (I mean custom here, because I tried modifying some sprites, and with normal sprites it worked just fine, but with custom not. But I don't think this is the case here.)
"Hrm... Few things.

1) What sprites could it be bumping into? All possibilities in your level, please.
2) Do you know any ASM whatsoever?
3) Do you care if it shatters from other things bumping into it? Or should it only shatter when moving and hitting something else?
4) Do you want it to kill things and keep moving, like a shell does, or should it shatter the first time it hits something?


Projectile sprites aren't simple. This won't be a copy/paste job (but could be harder or easier depending on the above 4 questions)."

Uh oh ok here we go:

1) It'll will bump on one custom sprite (Ultimate Newbie Boss, from Iceguy). It may also come in contact with a feather powerup;
2) I know enough to do copy paste, but simply take the coments away, and I'm totally lost. However, I'm able to manipulate some things and make original sprites from them (Which I never used, but I plan to someday).
3) It should shatter only when moving (In this case, it should shatter by FALLING on the boss. Damn, slowly I'm ruining the surprise :( )
4) It should shatter as soon as it hits the target. It must remain intact all the times, including contact with wall\ground etc... The Pushable Crate will fall a big distance and it would ruin everything if it would fall and shatter upon coming in contact with the floor. Resuming, it is contact with boss = shatter+damage, Contact with object = Nothing.

PS: I tested the 32x32 Throw Block Sprite available on the sprites section and it's shattering properties worked exactly as planned, but without "pushable" and "non carriable" properties, it wasn't 100%.

Thank you people for helping out!
Oh well... It has come to this ^^

All that's left for me to finish my hack (which should be finished already on 22 jul) is a sprite like this. I'll wait two or so days more, and look for a workaround that fits my needs anyways.
I want to know how to spawn a custom sprite with it's extra bit set through another sprite. E.G. Custom Sprite A that can throw Custom sprite B with Custom sprite B's extra bit enabled.

Thank You ^^


P.S.: I did what I wanted. I spawned the sprite exactly as needed by swapping the normal and extra bit routines, but it would be cool to know how to do it the proper way.
If you are not using custom sprites or patches, you can't use any message box that isn't listed on the overworld message box menu.
Okay I'm trying to generate some custom sprites with another custom sprite, and everything is going fine except by the Y position of the sprite being generated. I know how to edit the sprite's apparition y position and all that but it seems to only go UP. I need it to spawn the sprite BELOW the main sprite. Here is the code. What do I need to change to make the pixels count DOWN instead of UP? :

LDA $13
AND #$7F
BNE Failu
LDA $15A0,x
ORA $186C,x
ORA $15D0,x
BNE Failu
JSL $02A9DE
BMI Failu
LDA #$09
STA $1DFC
LDA #!INITSTAT
STA $14C8,y
PHX
LDA #$02
JSL RANDOME
TAX
LDA RANDSPRITE_TO_GEN,x
STA $00
PLX
TXA
TYX
TAY
LDA $00
STA $7FAB9E,x
LDA $00E4,y
STA $E4,x
LDA $14E0,y
STA $14E0,x
LDA $00D8,y ;\
SEC ;|Set Sprite Y position. (I believe HERE is
SBC #$01 ;|the problem, but I can't figure it out)
STA $D8,x ;/
LDA $14D4,y
SBC #$00
STA $14D4,x
TXA
STA $01
TYX
LDA $01
TAY
PHX
TYX
JSL $0187A7 ; Get table values for custom sprite
LDA #$88 ; \ Mark as initialized
STA $7FAB10,x ; /
PLX

I tried CLC then ADC #$10, but the sprite still was spawned ABOVE the main sprite. Can anyone enlighten me?
Okay, let me explain one thing. On the first post, I stated that I had already tried it and it had not worked. It got me extremely confused as I know how to do this and it simply did not work. Then, a copy pasted your edited code (Which assumingly is the same thing I typed there) and it magically worked.

Thank you very so much (Not being ironic, it is serious). I don't understand why it did not work the first time. Well, I guess I will never understand the secrets of the sprites (Secret of The Sprites... Sounds good for a hack title ^^).
I have a custom boss that throws the sprite needed to hit him with. I know that you shouldn't do it because he can hit himself doing that. HOWEVER, I set it to generate the sprite far enough so it doesn't hit himself with it. However, when the sprite should be generated normaly (Stopped, like, generating it with no Y or X movement) the custom boss starts throwing the sprite at random directions, including at himself, ending hitting himself. What should I do to generate the sprite with ABSOLUTE Zero y and x speeds?

The code:

CustomRandomGenerator:
LDA $13
AND #$7F
BNE Failure
LDA $15A0,x
ORA $186C,x
ORA $15D0,x
BNE Failure
JSL $02A9DE
BMI Failure
LDA #$10
STA $1DF9
LDA #$01
STA $14C8,y
PHX
LDA #$02
JSL RANDOME
TAX
LDA RANDSPRITE_TO_GEN,x
STA $00
PLX
TXA
TYX
TAY
LDA $00
STA $7FAB9E,x
LDA $00E4,y
STA $E4,x
LDA $14E0,y
STA $14E0,x
LDA $00D8,y
CLC
ADC #$25
STA $D8,x
LDA $14D4,y
ADC #$00
STA $14D4,x
TXA
STA $01
TYX
LDA $01
TAY
PHX
TYX
JSL $0187A7 ; Get table values for custom sprite
LDA #$88 ; \ Mark as initialized
STA $7FAB10,x ; /
PLX

Failure: RTS

RANDOME:
PHX
PHP
SEP #$30
PHA
JSL $01ACF9
PLX
CPX #$FF
BNE NORMALRET
LDA $148B
BRA ENDRANDOME
NORMALRET:
INX
LDA $148B
STA $4202
STX $4203
NOP #4
LDA $4217
ENDRANDOME:
PLP
PLX
RTL


This code is from Iceguy's Boss. I edited it to generate random custom sprites, but I don't believe the boss should shoot the sprite around with the modification I made.
Hey Iceguy, thank you for answering yourself! You're really "cool". Lame pun aside, thank you for the help. I did something else to circunvent the problem, but I'll definitely try it when I have the time. If this works, I'll go back and redo it to suit my first idea. Thank you, and sorry for not testing it right now.
  • Pages:
  • 1
  • 2
  • 3