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Posts by leod
leod's Profile - Posts by leod
Pages: « 1 2 3 4 5 6547 548 »
At first: Sorry, for the Thread Title..

Thanks, that really helped me (except the OW pallete thingy, because that is, what most of my time was spend on...

Also I dont really get how the thing with the OW transfering works...

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Ok. Now I really got everything!!
Thanks to all of you.

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HOW he kidnapps her is answered:
In "Mario & Luigi Bowsers Inside Story" he could get into the palace 2 times, in a time of about 30 minutes!!
So now we all know, that Bowser can kidnapp Peach whenever he likes.

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When I try to place a thwomp in my level, it don't looks right..
I wonder why this is so.
Can anybody tell me, what I have to do for Thwomps correct graphics?

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Uhmm. I have forgotten to tell you, that I have knewn all this before...
In my other levels everything worked fine, but not in this.

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Bonus Room Idea is good, but the Easter Egg level thing is boring.

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Uhmm, hey Guys ('n Girls)
After my 3 month hacking-break I have forgotten something...
How do I write .bat fils correctl to apply ASM to my ROM?
I tried: "WallJump.asm xkas.exe SMW.smc"
and also : "xkas.exe WallJump.asm SMW.smc"
But I know I have forgoten something in front of all this...
And after it,too...

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Thanks, (searching for name...) Ladida (HA! When I've seen the picture I've thought of Ladeeeeedaaa or something!), and thanks for the Xkas GUI tip, but I have already known its excistance and its buginess and its outdatiness(?!).

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I have two Patches with the same status bar routine hijack (don't know if that's right so..), and now I don't know how to change one to another place than $8DC4. Well I know HOW, but I don't know where to.

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I have no idea on how to combine two Patches, so I'll show you both, so you can help me..

1.Patch: Walljump-Patch

Code
!freeram1 = $0660			; Requires 4 empty RAM address
!freeram2 = $0661			; Change these if you have another patch
!freeram3 = $0662			; that uses these RAM addresses
!freeram4 = $0663			; such as the YoshiFlutterJump patch

macro RATS_start(id)
db "STAR"
dw RATS_Endcode<id>-RATS_Startcode<id> 
dw RATS_Endcode<id>-RATS_Startcode<id>^#$FFFF 
RATS_Startcode<id>: 
endmacro

macro RATS_end(id)
RATS_Endcode<id>: 
endmacro

lorom                   ;\ ROM is LoRom
header                  ;/ and has a header.
ORG $8DC4               ;\ Hijack NMI routine
JSL StatusCode          ;| and jump to our code
NOP                     ;/ also NOP one time.

ORG $139080                    ;| POINT TO FREE SPACE!!!
%RATS_start(0)

StatusCode:
		LDA #$02                ;\ Restore previous
        STA $420B               ;/ hijacked NMI routine.
        PHX                     ;> Save whatever's in X for later
		LDA $77				;  |
		AND #$04	 				; Check if mario is on ground
		BNE dontstoreleft
		LDA $77				;  |
		AND #$02	 				; Check if mario blocked from the left
		BEQ dontstoreleft
		LDA #$01			; tell the game you can jump off the left wall
		STA !freeram1
		dontstoreleft:
		LDA $15				;\ check if left is pressed
		AND #$02			;/
		BNE rightcheck
		LDA $16         ;\ check if either B or A is pressed
		AND #$80        ; |
		BEQ rightcheck        ;/ if neither, return
		LDA $18         	  ;\ check if it's B that's pressed
		AND #$80        	  ; |if A, not B,
		BNE rightcheck        ;/ return
		JSL Jumpright
		BRA reset
		rightcheck:
		LDA $77						;\
		AND #$04	 				;/ Check if mario is on ground
		BNE dontstoreright
		LDA $77						;\
		AND #$01	 				;/ Check if mario blocked from the right
		BEQ dontstoreright
		LDA #$01					; tell the game you can jump off the right wall
		STA !freeram2
		dontstoreright:
		LDA $15			; this will basically just skip everything if you didn't
		AND #$01		; get blocked
		BNE reset
		LDA $16         ;\ check if either B or A is pressed
		AND #$80        ; |
		BEQ reset        ;/ if neither, return
		LDA $18         ;\ check if it's B that's pressed
		AND #$80        ; |if A, not B,
		BNE reset        ;/ return
		JSL Jumpleft
		reset:
		LDA !freeram1				;\ used to remove a bug that I found
		BEQ right					;| where you could jump in mid air
		LDA $15						;| if you timed it correctly
		AND #$01					;|
		BEQ right					;|
		STZ !freeram1				;|
		right:						;|
		LDA !freeram2				;|		
		BEQ reset1					;|			
		LDA $15						;|				
		AND #$02					;|
		BEQ reset1					;|
		STZ !freeram2				;/
		reset1:
		LDA $77				;  |
		AND #$04	 				; Check if mario is on ground
		BEQ return					; reset all the flags
		STZ !freeram1
		STZ !freeram2
		STZ !freeram3
		STZ !freeram4
		return:
		PLX
		RTL
		
Jumpleft:
		;LDA !freeram3			;\ put a semicolon before these two lines if you
		;BNE end1			;/ want mario to be able to jump off the same wall twice
		LDA !freeram1
		BEQ end1
		LDA #$B0				;\ Make mario jump
		STA $7D					;/
		LDA #$0D				;\change pose for split second
		STA $13E0				;/
		LDA #$30				;\ Make him move left
		STA $7B					;/
		LDA #$01				;\ Play sound effect
		STA $1DFA				;/
		LDA #$01				;\ tell the game that you just jumped off the left wall
		STA !freeram3           ;| and are ready for the right
		STZ !freeram4			;/
		STZ !freeram2
		STZ !freeram1		
		end1:
		RTL
		
Jumpright:
		;LDA !freeram4			;\ put a semicolon before these two lines if you
		;BNE end					;/ want mario to be able to jump off the same wall twice
		LDA !freeram2
		BEQ end
		LDA #$B0				;\ Make mario jump
		STA $7D					;/
		LDA #$0D				;\change pose for split second
		STA $13E0				;/
		LDA #$CF				;\ Make him move right
		STA $7B					;/
		LDA #$01				;\ Play sound effect
		STA $1DFA				;/
		LDA #$01				;\ tell the game that you just jumped off the right wall
		STA !freeram4			;| and are ready for the left
		STZ !freeram3			;/
		STZ !freeram1
		STZ !freeram2
		end:
		RTL
%RATS_end(0)


2.Patch: Super-Jump, by pressing A:

Code
macro RATS_start(id)
db "STAR"
dw RATS_Endcode<id>-RATS_Startcode<id> 
dw RATS_Endcode<id>-RATS_Startcode<id>^#$FFFF 
RATS_Startcode<id>: 
endmacro

macro RATS_end(id)
RATS_Endcode<id>: 
endmacro
lorom                   ;\ ROM is LoRom
header                  ;/ and has a header.

org $8DC4               ;\ Hijack NMI routine
JSL StatusCode          ;| and jump to our code
NOP                     ;/ also NOP one time.

org $15B6E0                     ;| POINT TO FREE SPACE!!!
%RATS_start(0)
StatusCode:
LDA #$02                ;\ Restore previous
STA $420B               ;/ hijacked NMI routine.
LDA $77			;\Check if your already in the air
AND #$04		;/ neccessary since if you stop moving while spin jumping in the air, you will fly.
BEQ return
LDA	$140D		; check if spin jumping
STZ $140D		
BEQ return:
LDA $7B			;\Comment these two lines out if you
BNE return:		;/Want it to work while moving
LDA #$90		;\Cause Mario to fly up
STA $7D			;/
return:
RTL
%RATS_end(0)



btw.: Freespace is set..

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Alright, now!
Thanks to you, everything worked fine now, but I have another question:
When I press A, the Super Jump starts, but the "Spin-Jump" Sound still palys..
Do you know, how I can disable it?
Can I delete it with a simple Hex-Edit?

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Well, NOW it plays the Coin Sound.
I think that fits better to the Super Jump than the Spin Jump Sound, but it should make no Sound...


Edit: Sorry, I used 01.
Edit 2: Thread can be closed.

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How can I disable the Life Display in the OW in the top-left corner (next to Mario)?

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ehmm.. well... okay.

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My problem is, that NOTHING appears in the list, but the description of the sprite is okay.
That the GFX of the sprite are garbled is propably my fail, because the Sprite has Banzai-Bill-Size, and needs lots of coding and I think I failed..

Well, this is how LM looks:



And this is what I've written into the .ssc file:

11 20 A Homing, red Banzai Bill.
11 22 0,0,480 0,1,490 0,2,4A0 0,3,4B0 1,0,481 1,1,491 1,2,4A1 1,3,4B1 2,0,482 2,1,492 2,2,4A2 2,3,4B2 3,0,483 3,1,493 3,2,4A3 3,3,4B3
12 20 A Banzai Bill, where you can stand on.
12 22 0,0,480 0,1,490 0,2,4A0 0,3,4B0 1,0,481 1,1,491 1,2,4A1 1,3,4B1 2,0,482 2,1,492 2,2,4A2 2,3,4B2 3,0,483 3,1,493 3,2,4A3 3,3,4B3

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Can somebody give me a Quick-Tutorial on how to change the GFX, that a sprite uses?
Because I want to put as many Custom Sprites on one GFX-page as possible, but they always overlap.

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(restricted)
Now I need to know, how to change the SMB2 Snift Ball Graphics.
I can't find the right spot of it.
When I tested it, it was something garbled, square like looking...

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I want to use the Snift from SMB2 and the Banzai Bill at one Sprite Page (it works), but the Ball it spits now is a piece of Banzai Bills mouth...
Where can I change it in the ASM of the Snift?


EDIT: Now I also have a little problem with Banzai Bills..
Well, a HUGE.(Well I've downloaded the homing Banzai Bill, but at first everything was fine,too.)

In my Hack it looks so:



But I haven't changed anything, I think...
The ASM is untouched, and this is the GFX:



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Ok, thanks...
I haven't even thought about the Banzai Bill, beeing messed up..
Well, I think, that should be it.

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Pages: « 1 2 3 4 5 6547 548 »
leod's Profile - Posts by leod

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