Posts by macks2008 |
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where in this wide world that is SMW central can i find the 6 digit coin counter in a form other than Xkas ?!?!
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hi, i have applied the 6 digit coin counter Xkas patch to one of my roms and all it did was replace the two digit coin counter and score counter with:
a blank tile series
OW 999999
but the 999999 doesn't go up or down. Is there a fix for this?
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Originally posted by Santacus ClausimusYanama: Hex edit if I recall.
macks: Use a new save file, as in one that says New.
Originally posted by BloodyMangerOriginally posted by DarthHoHoHoshi492In the sky BG, which color tile is the one used for the white clouds? I've looked everywhere, but can't find it.
As far as i remember ( which should be pretty far ) you cant change the color of the clouds with the palette editor
Yes you can I believe, by enablinb a custom palette. I suggest pasting black everywhere until you stumble upon the correct color. Or if you want to do it properly, the palette editor should tell you what palette row the BG uses.
Thank you!
Now how do I move 16*16 GFX from one ROM to another? extract / insert GFX / ExGFX and if so how do i use that?
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Thanks!
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Originally posted by Kobe_V*Slaps forehead*
I feel really stupid now, I bet I made a really bad first impression.
don't sweat over that I made the same mistake : )
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I'm having trouble setting smkdan's spiritetele block (the one that came with bstd) to the X/Y value that I want
It is still teleporting spirits to tile X=1 Y=1 and I'M TIRED OF THE HASSLE (its also 9:05 PM where I am)
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Originally posted by macks2008I'm having trouble setting smkdan's spiritetele block (the one that came with BTSD) to the X/Y value that I want
It is still teleporting spirits to tile X=1 Y=1 and I'M TIRED OF THE HASSLE (its also 9:05 PM where I am)
just restating this since it hasn't been answered yet (and so it doesn't get overlooked by a person who only look at the five most recent posts)
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um, what is the ram address that the locked door blocks that came with blktool use?
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Originally posted by macks2008um, what is the ram address that the locked door blocks that came with blktool use?
Also, is there a less time and RAM taxing ASM branching command that instead of making the processor check what a ram address's value is, checks if a bit of the address is flipped or not? I ask because im trying to make an alternative to the locked door block set that has a block that, when the key is active, acts like block 130 and otherwise acts like 25 (even if you passed through it before), a block that does visa versa, and an ASM alternative to the original key blocks and initializer.
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Originally posted by macks2008Originally posted by macks2008um, what is the ram address that the locked door blocks that came with blktool use?
Also, is there a less time and RAM taxing ASM branching command that instead of making the processor check what a ram address's value is, checks if a bit of the address is flipped or not? I ask because im trying to make an alternative to the locked door block set that has a block that, when the key is active, acts like block 130 and otherwise acts like 25 (even if you passed through it before), a block that does visa versa, and an ASM alternative to the original key blocks and initializer.
uh, hello? This is really big to me.
Not to be an anoyance to anyone though.
Edit: PROBLEM RESOLVED. I read "asmtut" further and found out that the command I was looking for was "AND #$xx" where xx is a byte representing the bits to be checked followed by a "BEQ"on the next line to branch if it the checked bits are set or a "BNE" to branch if they are clear. For more details, put this [url=http://www.smwcentral.net/download.php?id=58&type=tutorials] in your address bar to download or open "asmtut"
I still want to know what RAM address the locked doors use though
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I'm trying to make some ASM blocks and notepad dosnt give me the option to "save as" ASM file. It will only save in txt. Can anyone help? I already know that I can copy text from one document to an ASM file but how do I get notepad to save as that extension (if you need me to state my issue in one sentence)?
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Originally posted by MarioFan22Just tried that and the same problem occurs.
Another option I was thinking about is going to level C8 through a pipe instead of with the Wings block. Is it possible to make Yoshi permanently have Wings in a specific level? Is there ASM that does that? I'm sure I've seen it done in other hacks before.
Originally posted by RAM map Address: $7E:141E | Length: 1 byte | Type: Yoshi | Description: Yoshi has wings flag. The only possible value for this address in the original is #$02, but setting to #$01 will allow Mario to throw fireballs if on Yoshi (even if he is not Firey Mario)
if you wanted to use asm, you could simply change RAM adress $7E:141E to #$02 whenever you want yoshi to have wings
does anyone know of any ASM routine or subroutine that makes one block act like another for one frame?
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does anyone know of any ASM routine or subroutine that makes one block act like another for one frame? I'm trying to make some blocks that, depending on a certain flag's status, either let you pass or block you
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does anyone know of any ASM routine or subroutine that makes one block act like another for one frame? I'm trying to make some blocks that, depending on a certain flag's status, either let you pass or block you
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does anyone know of any ASM routine or subroutine that makes one block act like another for one frame? I'm trying to make some blocks that, depending on a certain flag's status, either let you pass or block you
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Originally posted by randoguy101Originally posted by Shadowhisper1) How do you delete a secondary entrance/exit?
Simply set the level number to 0 until you wish to use it again. You physically can't delete a screen exit, however.
if you only do that, you will end up sending a player to an endless bonus game whenever the use that screen exit
you also have to delete any exit enabled objects I.E. exit enabled pipes (or did you know this already, shadowhisper ?)
questions:
1) Originally posted by medoes anyone know of any ASM routine or subroutine that makes one block act like another for one frame? I'm trying to make some blocks that, depending on a certain flag's status, either let you pass or block you
2) can someone tell me what is wrong with this ASM code? Originally posted by (N/A);;;;;;;;;;;;;;;;;;;;;;;;;a block's ASM that (should) turn on the pow effect when touched by mario or a spirit or fireball;;;;;;;;;;;;;;;;;;;;;;;;;
JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall
JMP MarioBelow:
JMP MarioAbove:
JMP MarioSide:
JMP SpriteV:
JMP SpriteH:
JMP MarioCape:
LDA #02 ;\
STA $7E14AD ;/ set the blue pow timer to 02
JMP MarioFireBall:
RTL
whenever I touch it, the game crashes
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Originally posted by Ramp202Originally posted by macks20082) can someone tell me what is wrong with this ASM code? Originally posted by (N/A);;;;;;;;;;;;;;;;;;;;;;;;;a block's ASM that (should) turn on the pow effect when touched by mario or a spirit or fireball;;;;;;;;;;;;;;;;;;;;;;;;;
JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall
JMP MarioBelow:
JMP MarioAbove:
JMP MarioSide:
JMP SpriteV:
JMP SpriteH:
JMP MarioCape:
LDA #02 ;\
STA $7E14AD ;/ set the blue pow timer to 02
JMP MarioFireBall:
RTL
whenever I touch it, the game crashes
It actually goes MarioAbove, MarioBelow, Side, etc... for the offsets
Try replacing it with this instead:
Originally posted by Ramp202; This is my Shortened JMP Code
JMP Touch : JMP Touch : JMP Touch : JMP Touch : JMP Touch : JMP Return : JMP Return
Touch:
LDA #$FF ; I would advise you set this to FF since 02 will make it last for only a second and FF is the normal time it lasts.
STA $14AD ; This can be reduced to $14AD, if it starts in 7E take it away, if it starts in 7E00, take that part away, if it starts in 7F then you put the whole address
Return:
RTL
i only wanted it to last while it was touched anyway so its ok
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Originally posted by kirbyeatsbombermanOriginally posted by dno;;;;;;;;;;;;;;;;;;;;;;;;;a block's ASM that (should) turn on the pow effect when touched by mario or a spirit or fireball;;;;;;;;;;;;;;;;;;;;;;;;;
JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall
JMP MarioBelow:
JMP MarioAbove:
JMP MarioSide:
JMP SpriteV:
JMP SpriteH:
JMP MarioCape:
LDA #02 ;\
STA $7E14AD ;/ set the blue pow timer to 02
JMP MarioFireBall:
RTL
Remove the JMPs in the actual code, theyre jumping to a non-existent label.
oops
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Originally posted by Lemmy
Originally posted by macks2008oops
What?
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I want to fix the piranha plant, but I still want to use the flopping cheep-cheep. So, what now?
despite the fact that the quote of asm says "by dno" it is in fact mine
ok?
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Originally posted by me on the previous pagequestions:
1) Originally posted by medoes anyone know of any ASM routine or subroutine that makes one block act like another for one frame? I'm trying to make some blocks that, depending on a certain flag's status, either let you pass or block you
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