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Posts by Kilik
Kilik's Profile - Posts by Kilik
Pages: « 1 2 3 »
Gah, I'm terrible at ASM. Where in the anti_boo's code is where it chooses which tiles to use for the ghosts? I can't find it. I used the sprite programming tutorial but I still couldn't find it.
It's because you have the level message, it creates glitches unless you press Shift + F8 in lunar magic to activate the ASM hack. Do that and it should work.

Edit: Damn.
Still need help locating the gfx tiles within the anti_boo and genericboo's code. I've also got no idea how to make it move faster.
Originally posted by Ultimaximus
Alright, I took a look, and they seem to be lacking descriptions. :\

Speed seems to be
SPRITE_Y_SPEED = $AA
SPRITE_X_SPEED = $B6

But I can't seem to find it's tilemap. There are no stores to $0302 anywhere. T_FA37 dcb $8C,$C8,$CA might be it, but these all use the boo block tiles. I doubt all the sprites are boo blocks. hm...

Yeah, that's what I was looking for, $0302.
Anyway, what would I change the speed values to? I tried changing them, but when I tested it the boo didn't move at all.
It's the last file. It's all the way at the bottom, with the animated tiles. The muncher is cut in half and it has it's two frames; the open mouth and the closed mouth.
Originally posted by Ixtab
No no no, $B6 and $AA are where to store speed. Chaning those will not work. If you could paste the main routine I may be able to tell you what to change to make the boos faster.

I assume this is the main routine?:

Quote
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; main
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

T_EBB4 dcb $01,$FF
T_F8CF dcb $08,$F8
T_F8D1 dcb $01,$02,$02,$01


SPRITE_CODE_START JSR SUB_OFF_SCREEN_X0
LDA #$10
LBL_21 STA $18B6
LDA SPRITE_STATUS,x
CMP #$08
BNE LBL_01
LDA $9D
BEQ LBL_02
LBL_01
JMP LBL_17
LBL_02
JSR SUB_HORZ_POS
LDA $1540,x
BNE LBL_03
LDA #$20
STA $1540,x
LDA SPRITE_STATE,x
BEQ LBL_20
LDA $0F
CLC
ADC #$0A
CMP #$14
BCC LBL_04
LBL_20
STZ SPRITE_STATE,x
CPY $76
BEQ LBL_03
INC SPRITE_STATE,x
LBL_03
LDA $0F
CLC
ADC #$0A
CMP #$14
BCC LBL_04
LDA $15AC,x
BNE LBL_12
TYA
CMP SPRITE_DIR,x
BEQ LBL_04
LDA #$1F
STA $15AC,x
BRA LBL_12
LBL_04
STZ $1602,x
LDA SPRITE_STATE,x
BEQ LBL_14
LDA #$03
STA $1602,x
LDY $9E,x
LDA #$00
INC A
LBL_05
AND $13
BNE LBL_11
INC $1570,x
LDA $1570,x
BNE LBL_06
LDA #$20
STA $1558,x
LBL_06
LDA SPRITE_X_SPEED,x
BEQ LBL_08
BPL LBL_07
INC A
INC A
LBL_07
DEC A
LBL_08
STA SPRITE_X_SPEED,x
LDA SPRITE_Y_SPEED,x
BEQ LBL_10
BPL LBL_09
INC A
INC A
LBL_09
DEC A
LBL_10
STA SPRITE_Y_SPEED,x
LBL_11
BRA LBL_16
LBL_12
CMP #$10
BNE LBL_13

PHA
LDA SPRITE_DIR,x
EOR #$01
STA SPRITE_DIR,x
PLA
LBL_13
LSR A
LSR A
LSR A
TAY
LDA T_F8D1,y
STA $1602,x
LBL_14
STZ $1570,x
LDA $13
AND #$07
BNE LBL_16

JSR SUB_HORZ_POS
LDA SPRITE_X_SPEED,x
CMP T_F8CF,y
BEQ LBL_15
CLC
ADC T_EBB4,y
STA SPRITE_X_SPEED,x
LBL_15
LDA $D3
PHA
SEC
SBC $18B6
STA $D3
LDA $D4
PHA
SBC #$00
STA $D4
JSR SUB_VERT_POS
PLA
STA $D4
PLA
STA $D3

LDA SPRITE_Y_SPEED,x
CMP T_F8CF,y
BEQ LBL_16
CLC
ADC T_EBB4,y
STA SPRITE_Y_SPEED,x
LBL_16
JSL $018022
JSL $01801A
LBL_17
LDA SPRITE_STATUS,x
CMP #$08
BNE LBL_19
JSL $01A7DC ;interact with mario
LBL_19
JSL $038398
RTS

T_FA37 dcb $8C,$C8,$CA
T_FA3A dcb $0E,$02,$02

Originally posted by Ixtab
I'm not too good with ASM but I'm almost positive that it's this line near the top

Quote
T_F8CF dcb $08,$F8


Try changing it to

Quote
T_F8CF dcb $10,$F0


Which should double its speed.

This sprite is really weird on how it stores things and loads speed. I'm not even too sure how it works. but yeah, changing that should work, if not post the results and I'll see what else it could be.

Thanks, it worked. But is it possible to make it just a bit faster? Like, around Mario's speed?
I'd like to have a YI blowhard in my hack, but it needs Manual GFX insertion and I've tried to do it, but to no avail. Yes, I know there's a readme explaining it but I'm just too dumb to get it, I guess. Could anyone help me further? I can't do step 4. (Yes, I know, it's probably simple for everyone else.)
Originally posted by monkey_dude312
which readme are you looking at? cause somehow just saying you can't do step 4 is not very specfic.

The one that comes with the blowhard itself...
If I had two seperate palettes that I wanted both within one level, for example, one that came with FG files, and one that came with BG files... Would there be an easier to copy colours from one to the other without having to go into the custom colour selector and copy the hue/sat/lum/green/red/blue individually?
Originally posted by cyphermur9t
Import your custom palette into the level. Then import the other palette into a different level. Click the 'star' button and left click on the palette color you want copied. Then go to the other level and right click where you want the palette to go in the palette window.

That way you don't have to copy the hue and other properties manually.

That doesn't work. D:
Shit, I already knew that, I was just doing it completely wrong. I opened up two lunar magics up, one with each palette and just put them together. I should've just done that.
I point it to freespace, and then apply the patch yet when I play my rom it just goes to the "nintendo presents" and blacks out after that.
Why does it do that?
It was right there, in the tutorial section: http://www.smwcentral.net/?p=thread&id=24824
Edit: Damnit. Ninja'd.
Originally posted by zKiP
What freespace address did you use?

$248000.

Edit: I also used the new Xkas GUI 2.0 that apparently locates the freespace for you if you hit the "set freespace" option(?), and it crashed once again.
Pages: « 1 2 3 »
Kilik's Profile - Posts by Kilik

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