Wow, that sounds like something I have no competence in
I'll use a backup hen (using something else than the bolt), it will be alright.
Thanks a lot for helping me! Even if we can't achieve the goal, I'm glad we tried!
Where and how does Iggy and Larry's tilting platform handle its interaction? I can't find the relevant routine. I've found ones for checking its tilemap, changing the Mode 7 registers, and the like, but I can't find where it actually interacts with the player (with a constantly varying slope).
It will only actually be A for sprites which have distinct kicked functions (i.e. shells). Other carryable sprites (p-switches, keys, baby Yoshi, etc.) immediately revert to state 9. (though they will actually be in state A up until they're actually processed, which is why you get glitches like being able to hurt a Big Boo with a springboard on the frame you throw it) Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Im having this problem where if i have a foreground hdma some sprites that usually go behind objects (eg: grinders, jumping plants) doesnt appear. They are still there, just not visible.
So theres any way to have hdma affect just whats behind it, like background and layer 3?
Ive tried setting $40, but had no success with any value.
so you want the hdma behind layer 1 but in front of the bg?
if your gradient code is writing to 212c/0d9d and 212d/0d9e, just change the values to 11 and 06 respectively (assuming you want to shove layer 3 behind the gradient too)
its possible youre using a fg gradient that writes to the bg color and then enables color math on all the layers so that it shows through (the layers obviously need to all be on mainscreen for this to work, hence the sprite issue). as you didnt provide any screenshots or code, i cant tell for sure. its also possible you have other code conflicting with the gradient
my advice prior was for fg gradients that instead write to color 0 on the palette. that would be the only way to have a gradient behind l1/sp and in front of l2/l3, and not ruin sprite priority. so yeah, see if you can generate a gradient that writes to color 0 (iirc all the gradient tools can)
The code im using is taken from Effect tool
this one for example
LDA #$17 ;\ BG1, BG2, BG3, OBJ on main screen (TM)
STA $212C ; |
LDA #$00 ; | 0 on main screen should use windowing. (TMW)
STA $212E ;/
LDA #$00 ;\ 0 on sub screen (TS)
STA $212D ; |
LDA #$00 ; | 0 on sub screen should use windowing. (TSW)
STA $212F ;/
LDA #$37 ; BG1, BG2, BG3, OBJ, Backdrop for color math
STA $40 ;/ mirror of $2131
db $01 : db $55 ;
db $0B : db $54 ;
db $09 : db $53 ;
db $08 : db $52 ;
db $07 : db $51 ;
db $08 : db $50 ;
db $06 : db $4F ;
db $06 : db $4E ;
db $07 : db $4D ;
db $06 : db $4C ;
db $06 : db $4B ;
db $06 : db $4A ;
db $06 : db $49 ;
db $06 : db $48 ;
db $07 : db $47 ;
db $06 : db $46 ;
db $07 : db $45 ;
db $07 : db $44 ;
db $08 : db $43 ;
db $08 : db $42 ;
db $0B : db $41 ;
db $4D : db $40 ;
db $00 ;
I cant take a screen shot right now, but ill try to get it later
I'd like to get the Shop Door in this Hyper Door Collection to work with the 6-digit coin patch. With the patch the door doesn't work at all until a few coins are collected, and it never actually deducts anything.
Since I think that patch works by turning collected coins into points, the door might work by making it accept points instead. I'm not too sure though, but here's the entire code for the door; what do I need to change to make it work this way?
!Price = $20 ; number of coins to pay for entering
JMP Return : JMP Return : JMP Return
JMP Return : JMP Return : JMP Return : JMP Return
JMP Return : JMP Mario : JMP Mario
print "A door that costs the player ", dec(!Price), " coins to enter"
Change every instance of $0DBF to $0F34. $0DBF is the coin counter address, but the 6-digit coin counter patch sets up coins to add to $0F34, the score counter, instead. EDIT: This will only work with mario, assuming that luigi still uses $0F37 for his score counter.
Is there a tutorial on how to use the UberASMTool? I'm trying to get this UberASM patch https://www.smwcentral.net/?p=section&a=details&id=14364 to work on every level in my hack, but I always get errors after running the tool.
apparently effect tool cant do this type of fg gradient (thanks jack...), so you have to use gradient tool. make your gradient, then under the wrench set the type to "write to palette" (keep value at 00). then the cog will generate the table for you. it can give you the setup code too (under "generate initialthingy") but i already gave you that so you dont need it