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Posts by JackTheSpades
JackTheSpades' Profile - Posts by JackTheSpades
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I would like to join, i just don't know if this is going to be a Kaizo hack for everybody (beginers and pros) or more of a TAS hack

Here is a Kaizo hack i made, TASed by Kaizoman666
[url=http://www.youtube.com/watch?v=AY0ae_kj7bk]

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Alcaro edit: Don't do that.<style>
a.un::before{
content: "All heil ";
}

a.un::after{
content: ", your lord and saviour";
}
</style>

Hi, can somebody help me?
I have a rather simple block which doesn't really work the way I want it to.

The block is suppose to be solid when mario is on the ba<ck side of a climbing net and act as a normal climbing net if he is in front of it.

Player:
LDA $13F9
BEQ Return ;Jumps to Return if player is not behind the net
LDA #$30
STA $1693 ;Act as Solid block
Return:
RTL

This code works as long as the player sticks to the net. However, once he lets go of it (even though he stays behind the net) the block acts like nothing.

Does somebody know what I'm doing wrong here?

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I didn't forget about that,
after inserting the block, I just made it act like 0B

Also, it worked after I added LDY #$01
So thanks for that ^^

btw. do you guys know what I would need to do/add to make this work for sprites too?

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I'd like to ask something to that question.
When you edit the overworld palette 0-3 which are by default black. How do you make it so that they don't turn back to black after you passed a level?

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I'd like to ask something.
I have made a special world (9 levels) and I would like a certain Overworld event to happen onece a level is passed.
But I don't mean the standart "once this level is passed, activate event xx".
I want to build a bridge (one tile per beaten level). But I want it so that is doesn't matter in which order you beat the levels of the special stage.

For example:
Once the first level is beaten, activate event 40
Second level beaten = event 41
.
.
.

Does anybody know how to do this?

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I'd like to know,
are there any in-depth Overworld tutorials here on SMWC?
By in-depth I don't mean stuff like "how to use the Overwold editor" or such basic things, for I know there are planty of tutorial of that here.

What I mean is something like how to use "custom things" in/on the overworld. (things such as graphics, sprites and other stuff)
Since there are a lot of things you can download for the overworld, but I have no idea how to use them.

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Can somebody tell me, how I make it that a code is only exicuted once?
like showing a message box. you wouldn'T want that to appera over and over again.

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Well, the only "logic" reason I can come up with, is that you still have the wrong palette in your level.
After all, it doesn't matter how you change the colors in YY-CHR, what's important is that you change them in your level (I suggest checking "Enable custom palatte rof this level")
From what I can tell, the Rock uses palatte 3, no?
so, check in your level if all of the palattes in row 3 (0 counts to so it's actually the 4.) have the right color.

if that still doesn't help, try uploading a picture of you palatte editor (in Lunar Magic NOT YY-CHR)

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for the flag,
do I just use an empty RAM addresse?

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Well, the only "logic" reason I can come up with, is that you still have the wrong palette in your level.
After all, it doesn't matter how you change the colors in YY-CHR, what's important is that you change them in your level (I suggest checking "Enable custom palatte rof this level")
From what I can tell, the Rock uses palatte 3, no?
so, check in your level if all of the palattes in row 3 (0 counts to so it's actually the 4.) have the right color.

if that still doesn't help, try uploading a picture of you palatte editor (in Lunar Magic NOT YY-CHR)

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(restricted)
@marcosvianamark
I don't know about the ghost, but your second problem...
Correct me if I'm wrong but on your screenshot from "Submap exit tile settings" it says "Vanilla Dome". Aren't you on Yoshi's Island though?

Also, the litle selection box at the bottom says "Direction to enter from"
In your first screenshot, you selected Bottom but to me it looks like you're entering from the top?
Same goes for the second screenshot, just reversed.

Regarding your "Event problem", do you mean, that after beating "Underground", you're warped to the overworld?

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Hi, I'm trying to make a simple(?) custom block.

What it should do:
Hide the player
Make him unable to move (like freezing)
Wait until the player hits A or B
Once he does, the block shoots the player to the upper-right.

Here is what I have already:

LDA #$0F
STA $78 ;Make player invisible
LDA $15
AND #$80 ;Wait until A or B is hit
BEQ Return
LDA #$09 ;Play sound "Bullet Bill Shooter"
STA $1DFC
LDA #$35 ;Player x Speed
STA $7B
LDA #$95 ;Player y Speed
STA $7D
LDA #$00 ;Make player visible again
STA $78

Return:
RTL

Problem is, I don't know how to freeze the player.
The stun timer $7E:18BD doesn't work for it nolonger shoots the player to the right, only up.

Also, I would like the block to "suck in" the player. So that the player is "so to say" in the center of the block.

Does anybody know how to do this?

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Well, the block/sprite I want to make is the barrel cannon from DK
that also appeared in, for example, the vip series.

http://www.youtube.com/watch?v=LDdiNs8HWDY

I actually thought they were sprites, until I downloaded VIP4 and looked at the level.
They are actually blocks.

Also, if I were to make them as sprites, they would couse horrible slowdown, now wouldn't they?
Not to mention that I'm not to good at spritecoding.

So, for a block, is there a way to tell if he touched the block from the left or the right once the code branches to the "MarioSide" routine?

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I know, but that sprite turns while you're in the cannon.
As I said, I would like it to be like in VIP4

http://www.youtube.com/watch?v=LDdiNs8HWDY&feature=BFa&list=HL1341668639
(I can't add links for some reason... maybe I'm just doing it wrong)

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As BlackMageMario said, they have to be inserted after page 40 in the MAP16 editor, then just leftclick on the map16 tile you want and rightclick in the background editor to paste it.

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I'm currently coding a sprite, which I want to follow Mario vertically.

In other words, I want to compare the y position of Mario with the y position of the sprite and change it's speed depending on the outcome.

Problem is, I can't seem to figure out where to get the sprites y position from. Anybody knows the address? I tried every RAM addresse I could find.

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@Iceguy,
I never tried it, but can't you just set Marios x and y position to whereever you want him to be?

Also,
I know that $D8,x is the low byte and $14D4,x is the high byte.
I just don't know what to do with those values. Do I put them together in using a command or what?

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Originally posted by Iceguy

LDA $14D4,x
XBA
LDA $D8,x
REP #$20 ; get the sprite's y position in the level

CMP $96
BCS BelowMario

;above Mario


Using that code, the game crashes as soon as the sprite "appeares" on screen.

Here is what I tried to do.
---------------------------------------------
LDA $14D4,x
XBA
LDA $D8,x
REP #$20 ; get the sprite's y position in the level
CMP $96
BCS BelowMario

LDA #$08
STA $AA,x
BRA SpeedDone

BelowMario:
LDA #$F8
STA $AA,x

SpeedDone:
JSL $01802A ;Apply speed.
RTS
---------------------------------------------------
Basicly, the sprite should follow Mario vertically.

Originally posted by Iceguy
I'm actual trying to code a save block that saves the current position of the player, along with the level number. When the player dies, he should respawn at that particular position in that particular level (sorry for being a bit vague before). An instant teleport isn't necessary and I can teleport the player to the level just fine, but I have trouble teleporting him to the right position.


If I remember correctly, there is a "level loading flag" type of thing, isnt' there?
Can't you just use that to load the x/y position and the screen number.

Also, I've never used it but wouldn't the "Multiple Medpoint patch" do exactly that?

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Originally posted by mzuenni
No that options only disables the scroll araws but if mario goes to the side of the screen the overworld scrolls...


look trough the RAM/ROM Map, maybe you can find something there.

Originally posted by Iceguy
@PikBube3:
I forgot a SEP #$20 in the code. Add it right after the CMP $96. Also if you want the sprite to follow Mario vertically you may want to call SUB_VERT_POS first.


I suspect that SUB_VERT_POS si simmilar to SUB_HORZ_POS and stores the value to Y ?
If so, do you know where I can get the code from?

Also, the cide you wrote workes too, except for 2 "problems"
1. The sprite starts shaking when it's at the same hight as mario. Well, this isn't really unexpected, but I can't seem to fix it, since a normal BEQ doesn't seem to work.

2. The sprite seems to be to high. It's like on block higher than Mario. Anyway to fix this?

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JackTheSpades' Profile - Posts by JackTheSpades

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