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Posts by leod
leod's Profile - Posts by leod
Pages: « 1 2 3 4 5 6 7 8547 548 »
I have made a patch, thats really needed in my Hack, but it don't works how it should.
This is my first try in making Patches, so please don't be too hard...
It should let Mario jump very Wide and a bit High, if holding down, then Jump. It does.
It should activate Star Power. It does.
It should deactivate Star Power when he lands. It doesn't.

I have tried everything I knew, but nothing helped...
At my last try (deactivate Star, when Marios touching Ground) Star Power just never appeared...

So heres the Code, I hope you can help me..
P.S: Could you tell me, how to prevent Mario from shining, (glowing, cycling through palletes, however you call it) when Star is active?
(Can be a Global Change for the whole Game.. I'll never use Stars.)

Code:
Code
HEADER				;ROM has header
LOROM					;ROM is lorom

ORG $00D630				;|
JML mainjump          		;|Jump to main code 

ORG $1FB000                   ;| POINT TO FREE SPACE!!!

db "RATS"
dw codeend-codemain-$01
dw codeend-codemain-$01^#$FFFF

codemain:

!LYspeed = $B7			;Y speed when doing somersault
!LXspeedright = $4A		;X speed when doing somersault to left
!LXspeedleft = $B5		;same except right
!LJumpSFX = $08			;Jumping SFX
!LSFXPanel = $1DFC		;SFX panel

mainjump:
LDA $13E0				;\Check if ducking
LDA $73				;\If not ducking
BEQ return				;/return
LDA #!LJumpSFX			;\Load Sound Effect
STA !LSFXPanel			;/Play sound effect
LDA #!LYspeed			;\Load Y-Speed 
STA $7D				;/Set Y Speed
LDA #!LXspeedright		;Speed to the right
LDY $76				;Check Direction
BNE rightjump			;If right, keep settings and directly store it
LDA #!LXspeedleft			;If left, delete right speed and store left speed

rightjump:		
STA $7B				;|Store X-Speed
LDA #$DE				;\Set Star timer
STA $1490				;/Make Star Powered
STZ $18D2				;| Don't get 1 Up after killing 8 Enemies
;LDA $77				;\Check if your in the air				If I would activate these lines, the Star Power wouldn't activate
;AND #$04				;| 								If I would activate these lines, the Star Power wouldn't activate
;BEQ return				;|If yes, keep star					If I would activate these lines, the Star Power wouldn't activate
;STZ $1490				;/If not, deactivate Star.				If I would activate these lines, the Star Power wouldn't activate
JML $00D668				;|Finish Routine	

return:	
LDA $7B				;\
BPL go_D637				; |Handle normal jumping
JML $00D634				; |
go_D637:		
JML $00D637				;/
codeend:


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Your layout has been removed.
Is there something like a "touching Sprite" Flag in the RAM Map, that you could use for patches?
For example, everytime Mario touches a sprite, the Climbing Pose will be shown.
(Just an example)

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Your layout has been removed.
And what will it do?
Im not really sure, due to the not-existing description.


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How should a patch look like, thats using the Hurt Routine?
I mean, what do I have to fill in the xxxx?
Should there be some NOPs?
And then I also need to know on how the old Routine gets Restored..

Code
header
lorom

org $xxxxxx
JSL NewRout
NOP(?)

!freespace = $160000

org !freespace
  NewRout:
[My Code goes here]

  Return:
blahblah                   ;Restore old Routine
nomnomnom                  ;Restore old Rouine
RTL


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Your layout has been removed.
@ Forte.exe: I don't think so, since its an xkas Patch. But you will have to set the Freespace right, using translhextion and Lunar Adress.

I have another question:
If I have 6 Bytes, and want to turn them into a JML, would I have to set 2 NOPs then?
And what would I have to write?

Code
org $xxxxxx
JML blahblahblah
NOP 
NOP

or what?

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Your layout has been removed.
AHh, well that makes sence.
Thanks.

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How can I edit the Graphics of the Lakitu Cloud?
I can't find it anywhere.
I also downloaded the SMW GFX list Document, but it wasn't listed.

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Your layout has been removed.
Ah ok, I just thought of something like that, so..
Thanks for the Help!

EDIT: It wasn't in the Peach file.
Or IF, its just partially.
It also consists out of the Puff of Smoke.
But now I also need to know, where to Edit the Smile of the Cloud.

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Your layout has been removed.
ZOMG, it's hidden!!
Well, thanks for the fast help.
But I've not expected it so tiny..
In Game it looks kinda.. bigger!
Well, can be closed.

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Your layout has been removed.
If it still works after patching, then you just have to save the ROM in LM once.
Then the Checksum will be okay again.

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Your layout has been removed.
Can someone possibl explain the exit thing please?
I wrote [exit=00] in the one label and [exit=01] in the other label.
Then I have set Secondary exit 00 to lead to level 105 and Sec. exit to lead to level 106.
But both still lead to level 0/100.
What am I doing wrong?

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Your layout has been removed.
I want to use Terra Stripe, and have already edited the Overworld Border.
I exported it first, and then I thought: "Hm."

I used the SMWC-Google feature SMWC-GOOGLE FEATURE FTW!!
to find a tutorial on how to insert it.

This way I found Smallhackers Thread about it and now I know, that I have to insert it manually.
So I had the Glorious Idea to open it in Translhextion and copy it to some Freespace in my ROM.

Well, nothing happened at first, as I have forgotten, that the ROM can't know, that THIS should be used for the OW Border.Stupid meh.

So now my question is: How do I point the Overworld Border to my file, already included in the ROM?
And also, how do I write a RATS-Tag for it?

EDIT: Made some free lines, to make the Thread more readable.:O

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Ahh.. okay works!
Danke!

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Oh, I haven't seen that before..
Thanks!
Maybe you should upload it to the Tools Section?

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I've downloaded the Classic Goomba, and wanted to change the Tilemap like I do it with every other Sprite, but then there where these strange lines..

Code
                    ;frame 1, frame 2, squashed, star killed (2 bytes each)
TILE_SIZE           dcb $02,$02,$02,$02,$00,$00,$02,$02
GOOMB_HORIZ_DISP    dcb $00,$00,$00,$00,$00,$08,$00,$00
GOOMB_VERT_DISP     dcb $00,$00,$00,$00,$08,$08,$00,$00
GOOMB_TILEMAP       dcb $88,$88,$88,$88,$38,$38,$88,$88
GOOMB_PROPERTIES    dcb $00,$00,$40,$40,$00,$40,$80,$80

Normally there are only one to three lines, without the Horizontal properties and such.
And now I just want to know, how I can make a simple 2 frames using Goomba. It should use the Standart Goomba Tiles, and for the stomped graphics, it should use the Piranha Plant Space..


EDIT: Solved by my own after 3 seconds..

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Your layout has been removed.
You will have to use Smallhackers Tilemap Editor, wwhich can be found in the Tools Section.


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How can I make Dry Bones Head appear directly above him, and not so left-ish?

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EEHH!! Wrong Answer..

EDIT: It won't help to Edit it, because it's set so, that the Head is a bit left.
Also I've found the way, but that only affects the Dry Bone, when hes walking right.
Left is the same old problem.


EDIT2: Sorry for double thread, but Computer was lagging and I clicked around, and then it was there.

EDIT3: Fixed everything, can be closed.

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Your layout has been removed.
(restricted)
In Hexadecimal you count this way:
0 1 2 3 4 5 6 7 8 9 A B C D E F
So, in fact A is greater than 1.

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Pages: « 1 2 3 4 5 6 7 8547 548 »
leod's Profile - Posts by leod

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