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Starman hex

Well, i'm new to ASM but:
What's the RAM/ROM number of mario being starman???
Or is it a powerup? Please tell me :)
Your layout has been removed.
Originally posted by RAM map
$7E:1490 1 byte Timer Star timer ($FF=16 (hex) sec on game timer)

If you set this value, you will have star power for that much time.
Why not just look for it yourself? >_>

Anyway, this is the closest I could find... I doubt changing just that will affect Mario's palette or the music though.

Code
$7E:1490	1 byte	Timer	Star timer ($FF=16 (hex) sec on game timer)



 
It will actually do his palette and his sparkles, just not the music. in order to do that you will need to store the star music value to $1DFB, though I'm not sure what value that is for sure... use debugger to see what value is there when starman is on and then store that there while you have star power. (actually this will probably cause a lot of problems... you'll have to figure out how to get the whole thing working.)
Uhh.. I want to make a coin that can only be collected when mario has optained starman... What do i have to put in LDA???
Your layout has been removed.
ah, if you want to check if mario has star power, you would LDA $1490 and then BEQ to return, which will skip code if you do not have star power. if you want it to skip code if you do have starman, use BNE.
So what goes in CMP, now?
Your layout has been removed.
You wouldn't need to compare A to anything if you want to check if Mario has star power or not. Directly branching means you're comparing to 00:

LDA $1490
BEQ NoStar

Just suppose CMP #$00 is being added after the LDA $1490. $1490 is 00 when Mario has no star power, and it's greater than 0 ($00-$FF) when he does have star power. So this is what you want.
pretty much in the end you'll want your code to look like this

Code
	LDA $1490
	BEQ NoStar
	LDY #$00
	LDA #$2C
	STA $1693
NoStar:
	RTL


This doesn't have any JMPs also i used 2C because this will stop it from acting solid if the P-switch is pressed (I've had problems with that before).