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Posts by Assi9

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I'm new, obviously.......but that goes without saying.

Anywho, I've encountered a problem with editing Donut Plains 2; the Layer 2 golden dirt that moves up & down? Yeah, tried to add a new wad of it, and it stayed stationary. How do I get it to move like the rest of the level?
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Ah; thanks.

Don't worry; it won't be a rehash. :P
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Not only is this impressive, but it also answered a noob question I was going to ask (how many custom powerups can one fit into a hack w/o overriding the original 4). Now I don't even have to worry about it, just by using the patch. Hah, two Birdos killed with one egg. :P *gets shot for lame & probably overused pun*

Also, I don't have to worry about trying to get an Ice Flower made, either - already done.
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I've been trying to patch some patches with xkas, but they still haven't (seemingly) shown up on the ROM I patched them to. It was a clean ROM, and I did everything the tutorials I've seen told me to, so I don't know what's going on. The only thing I can figure is I've been using the xkas.exe that came with SpriteTool, and I moved it to a seperate folder.....would that screw it up?


The patches I TRIED to patch:

FixFeather.asm
poundy.asm (the Ground Pound patch that doesn't allow certain tricks)
SMB3powerdown.asm
TimedJumps.asm
WallJump2.0.asm
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Nothing more than what I did say, really. I followed the instructions exactly how they said - I put everything into the same folder as xkas (again, taking the xkas that came with SpriteTool & putting it in its own folder), made a text file, typed in everything I was supposed to where it was supposed to, made it into a batch file (first by just changing the file extention, then by actually saving it as one, although both ways bore the same results), and then clicked on it (my comp is set to single-click) to get the window to pop up, which didn't SEEM to show any errors.

I'll do it again & copy what it says:

Quote
C:\Documents and Settings\Administrator\Desktop\SMUW\xkas FixFeather.asm poundy.asm SMB3powerdown.asm TimedJumps.asm WallJump2.0.asm SMUWpatchtest.smc
xkas v0.06 ~byuu
usage: xas file.asm <file.smc>
Press any key to continue...


Also, my ROM file has an .sfc extension, but changing it to .smc didn't do any good, either.
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Originally posted by WingedYoshi
Code
C:\Documents and Settings\Administrator\Desktop\SMUW\xkas FixFeather.asm poundy.asm SMB3powerdown.asm TimedJumps.asm WallJump2.0.asm SMUWpatchtest.smc


You cant patch more than one patch at a time.
In the batches you should write:
Code
xkas FixFeather.asm SMUWpatchtest.smc
Code
xkas poundy.asm SMUWpatchtest.smc
Code
xkas SMB3powerdown.asm SMUWpatchtest.smc
Code
xkas TimedJumps.asm SMUWpatchtest.smc
Code
xkas WallJump2.0.asm SMUWpatchtest.smc

so that xkas patches one at a time; you could merge them but then you would have free space setting issues.

Aha! That tutorial I read only showed how to do ONE patch, but didn't bother to specify that little bit of info for multiple patches.

Thanks. I'll try it & see if it works.
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EUREKA! I did separate bacth files for each patch, and now at least the Wall Jump & SMB3 Powerdown patches work. However, I still can't seem to figure out how the Ground Pound works..... Also, half of the Bonus Star counter's number is missing, and there's some slight lag; good thing this was just a test ROM.... (Also got that 'Checksum: Fail BAD ROM' thing on ZSNES startup.....)
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After finally patching those patches I mentioned in the previous thread I posted, I ran into a few setbacks:

(1) For some reason, the Ground Pound isn't working at all. I've tried every button combo I could think of, and nothing.

(2) Every time I pass a level, when the camera does the Looney-Tunes-style zoom-out on Mario, his sprite starts acting oddly (doing the skidding-after-turning-while-running animation for no reason, even while on Yoshi). Might have something to do with the Wall Jump patch.

(3) The top half of the Bonus Star counter number is missing.


There's also some lag issues, but those 3 problems are the main ones. Anything I can do? Sorry for this string of inconveniences I've been posting for help on lately, but this is my first time hacking beyond LM's editor.
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@Fourpify: Luckily, I was using a clean, untouched ROM copy, so I don't have to worry about porting; it was just for testing purposes.

I did what you said with the freeram addresses, but no dice; it's the same as before. (Yes, I did change to a new ROM copy.)


@Metalwario64: I don't know what a check even is, so yeah, I think I'll use the new patch instead; sounds a little better anyway (I hope).




Oh, and I still don't know how to fix the problem with the Bonus Star counter.....it looks really stupid only having half the number show up. :/
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Originally posted by Metalwario64
Originally posted by Assi9
@Metalwario64: I don't know what a check even is, so yeah, I think I'll use the new patch instead; sounds a little better anyway (I hope).

Essentially it's
LDA $__ ;RAM address to load into the accumulator, such as the address that states whether Mario is swimming, or if he is spin jumping. You can find these addresses in the RAM map easily.
CMP #$__ ;Value (or address if you remove the #) to compare the accumulator address with. Used to check if the RAM address is a certain value.
BNE (branch if not equal)/BEQ (branch if equal)/BCS (branch if greater than)/BCC (branch if less than)/etc. (branch) *label*(which in this patch would be dontstoreleft and dontstoreright) ;Used to activate a label/portion of code depending on if the RAM address is equal to the value you compared it with or not. You can use this to cancel wall-jumping when you are swimming, flyng, spin jumping or carrying an item.


It also helps to observe the code in patches, to get a better feel for how they operate and how to correctly use commands. Of course, this practice is most useful on patches that have comments on the side which describe the codes functions.

...........I'm sure that'll all make some sort of sense to me later once I learn ASM.
Quote
Originally posted by Assi9
Oh, and I still don't know how to fix the problem with the Bonus Star counter.....it looks really stupid only having half the number show up. :/

Did you set the freespace in the patches? If not, then you will have to start on a new ROM. Also, if you did set the freespace, then when you patch the new WallJump to the ROM, be sure you set the new patches freespace to the same address of the old patch so that they wont conflict.

I'm already using a(nother) new clean ROM, so that won't be an issue.

Finally figured out how to get that Free Space Logger to work the drag-&-drop way (realized I had to save the ROM in LM first), so I know where I can patch the patch now. I still don't understand how the command line way works when the window won't even stay open...
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I dl'ed this about a month-&-a-half ago, and it's pretty fun for a hack devoid of outside patches (except the No Sprite Tile Limit patch in this latest version). Haven't gotten to the 2nd castle yet, though, so I can't say a whole lot; the Pit of 50 Trials, though, is a pain-in-the-ass without savestates. (If you end up Small Mario, things get REALLY tricky in certain parts.)
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Even though 3 is excellent, I have to go with 4; Error 52 pretty much summed it up already - it's too good to be a titlescreen. Such work should be saved for the closing credits.

Tough call.
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Ok, when I complete Toad Town (which I can only assume is a test level at the moment), and it lets me go past Peach's Castle, the map switch pan-out occurs, and..........I'm still on the same map, but it says "WORLD 7-HOUSE". That's not the weird part I'm reporting, though - when you press left & end up back on "AND SO IT BEGINS", Mario's standing slightly off-path, and it seems to be irreversible.......

........No, now wait, I'm still testing this as I type, and now there's all sorts of crazy shit happening. Ok, I'm testing it again.

*resets*

Ok, I'm guessing Peach's Castle isn't done yet, since it's nothing but a goalpost right in front of Mario.....

But anyway, back to the other problem: Ok, still happening; you can make Mario walk way off the supposed path & end up on Warp levels I assume weren't originally on that map - because I had walked that pathway prior to clearing Toad Town, and they weren't there (not sure; I'll check again). Also, you can walk onto And So It Begins......after already BEING ON IT.....just below where you were.

Ok, just checked again, and nope, those Warp spots DEFINITELY weren't there before. I don't know a whole lot about event placement yet, but I can say for sure that there's DEFINITELY an event problem somewhere.
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Ah, so that was just a side effect of something intentional for testing purposes; ok, then.

Note to self: Just avoid Toad Town altogether.
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I lol'ed when Mario started falling upwards when he dies.

This is some fucked up shit............I like it. :P
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Most. Epic. Starman. Music. Ever. Whoever ported that song into the game, I bow before you. :P

Let's just hope that the actual '80s song doesn't get stuck in my he....FFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUU................

Anyway, everything's looking nice so far - except for that Layer 3 cage, which I quickly understood once I got to Sinister Dungeon. >_< Buuuuut, at least everyone's aware of it - although you'd have to be blind not to, and then you wouldn't be playing anyway, heh.
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I agree; great font. I vote 'yes'.
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..........You spin me round round............like a record baby...........GODDAMMIIIIIIIIITTT!!!!!! MAKE IT STOP!!!

Ahem, anyway, lol, I just FINALLY got through the first part of Grinder Castle......and died in the second part due to wonky-ass fog. Please tell me that's getting fixed; I don't even want to attempt the rest of the level as I see that 'eraser fog' making it too difficult for mere mortals.
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I say just call it a 'vanilla-chocolate swirl'. :P

(Dammit......I just made myself want ice cream.....)


Anyway, I finally beat Grinder Castle. Yeah, you're right - it's not quite as bad as I thought it was. The time limit might need a slight upping, though, as this level encourages slow, careful playing in both parts.

Interesting boss. Can't wait to see how the others turn out (except Undine, since I've already seen the vid).
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Agreed with Riolu (and vote 'yes for the idea). Wario is a greedy a-hole, so if he ran the bank, one should expect him to pull something.
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