I having Problem with Smallhacker's Xkas Separate Luigi Patch and HuFlungDu's Separate Luigi patch for my hack, because I do the right thing with the freespace, but it crashed my rom I NEED HELP, i don't know how to set these things right.
Posts by cyber47509
cyber47509's Profile → Posts
Which one is the freespace for mario gfx and freespace for luigi gfx.
I Put in code but Luigi the Second Player is still in Mario's GFX how to set this to be Luigi's GFX.
I'm Using Yours HuFlungDu.
Knight of Time, Did you patch your rom right correctly, how did you do that?
(restricted)
(restricted)
So How to Transfer Everything to the Rom.
How to change the sound (SFX) for the hammer brother's throwing hammer sound like Super Mario Bros. 3. in Super Mario All-Stars. because this sound is strange to me.
Thanks for your help, it's working now.
(LDA #2E & STA $1DF9 on Sound effect)
(LDA #2E & STA $1DF9 on Sound effect)
I'm going with #2
(restricted)
How do I change sprite clipping and sprite tilemaps for my own SMB3 bowser fireball sprite & generator (As seen of world 8 - bowser's castle of Super Mario Bros. 3) instead of SMW bowser statue fireballs.
How to put layer 3 background behind Layer 2 with Ersanio's LevelASM + INIT V1.4.
I'm trying to put LevelASM Patch with xkas0.6, however the Rom have been crashed, how to get it to work.
When I Patch it again The Black Screen is still shown when the SMW Intro is Playing.
Level ASM 1.4
Level INIT
Status Bar IRQ
Is there's a way to get the code right to work on my hack.
yczedit: there's really no need to post the 255 unused levelinit labels
Level ASM 1.4
Code
HEADER LOROM ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Defines ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; !FreeSpace = $1D8000 ;Point this to some free space in the ROM, preferably below bank $40 !FreeRAM = $010B ;<-- It is recommended that you do NOT edit this. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Levelnum.ips disassembly ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ORG $05D8B9 JSR Levelnummain ORG $05DC46 Levelnummain: LDA $0E ;Load level number STA !FreeRAM ;Store it in free stack RAM ASL A ;Multiply A by 2, probably to recover old code? RTS ;Return from subroutine ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Hijack routine for LevelASM ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ORG $00A242|$800000 JML MAIN : NOP org $00A5EE|$800000 JML INITStart ;Hijack INIT stuff ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;New main code ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ORG !FreeSpace|$800000 db "STAR" ;\ dw MainEnd-MainStart-$01 ; |Write RATS tag #1 to protect main code dw MainEnd-MainStart-$01^$FFFF ;/ MainStart: MAIN: PHB ;\ PHK ; |Setup program bank PLB ;/ REP #$30 ;16-bit AXY LDA !FreeRAM ;Load Level Number from stack ASL A ;x2 TAX ;Transfer level # x2 into X LDA LevelASMTable,x ;Load table, indexed with X STA $00 ;Store in $00 and $01 SEP #$30 ;8-bit AXY LDX #$00 ;Clear X JSR ($0000,x) ;And jump to subroutine in pointers PLB ;Recover program bank LDA $13D4 BEQ + JML $00A25B|$800000 + JML $00A28A|$800000 INITStart: LDA !FreeRAM ASL A TAX LDA LevelInitTable,x STA $00 SEP #$30 LDX #$00 PHB PHK PLB JSR ($0000,x) PLB PHK PEA.w RETURNADDR-1 PEA $84CE JML $00919B RETURNADDR: JML $00A5F3
Level INIT
Code
... levelinit101: LDA.b #%00010111 STA $212C LDA.b #%00000100 STA $212D RTS ...
Status Bar IRQ
Code
header lorom org $808292 JML PreStatusBar : NOP : NOP org $8083AD JML PostStatusBar : NOP !blockaddress = $9F8000 org !blockaddress ; address to put code ; ------------------------------------------- db "STAR" ; Write RATS tag dw Endcodeblock-Startcodeblock dw Endcodeblock-Startcodeblock~ ; ------------------------------------------- Startcodeblock: ; code starts here ; ------------------------------------------- ; Set Status Bar Scroll/Screen/Ect PreStatusBar: ; old LDY.b #$24 ; \ LDA $4211 ; |(i.e. below the status bar) ; IRQ Flag By H/V Count Timer STY $4209 ; | ; V-Count Timer (Upper 8 Bits) STZ $420A ; / ; V-Count Timer MSB (Bit 0) STZ $11 LDA.b #$A1 STA $4200 ; NMI, V/H Count, and Joypad Enable STZ $2111 STZ $2111 ; new STZ $2112 STZ $2112 ; Force status bar in main screen LDA $0D9D ORA.b #$04 STA $212c ; set level's Sub Screen LDA $0D9E STA $212d ; return to NMI JML $8082B0 PostStatusBar: ; Set level's CGADSUB LDA $40 STA $2131 ; restore level's normal Main Screen LDA $0D9D STA $212c ; return to IRQ handler JML $8083B2 ; ------------------------------------------- Endcodeblock: ; code ends here ; -------------------------------------------
Is there's a way to get the code right to work on my hack.
yczedit: there's really no need to post the 255 unused levelinit labels
Thanks, It's now working, However, the layer 3 BG scrolls the same way as layer 2 BG does, how to change it.
Originally posted by KilloZapit
You probably would need to use level asm to alter the scroll rate manually I bet.
Try something like this:
Add more LSR lines to slow it down more, delete them to speed it up
You probably would need to use level asm to alter the scroll rate manually I bet.
Try something like this:
Code
REP #$20 LDA $1462 LSR LSR STA $22 SEP #$20
Add more LSR lines to slow it down more, delete them to speed it up
Where do I put the these codes at the levelASM file at.
I put it in main & my level number, but layer 2 & layer 3 BG scrolling the same way, how to set it.
I'm using the disassembly of the Bowser statue fireball, but I don't know how to set it right with a code or clipping.