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Official Hex/ASM/Etc. Help Thread
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Wow, that sounds like something I have no competence in #tb{^V^}
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!

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Super Mario Pants World by Romano338 - Playthough
Luigi's Lost Levels by Romano338 - Playthough
Baby Kaizo World by Romano338 [Cancelled] playthrough
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).
When mario kicks something up, whats the sprite status $14c8?
For some reason it seems its not A...
???


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)
It works, but the hdma loses its transluscency. Theres any way to make it transluscent (addictive mode)?
so its no longer translucent against layer 2/3?

make sure $40/$2131 is set to 20
Nope..
if i set $40 to 20 it goes behind layer 3
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
Code
Init:
.InitCode:     ; 
   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

	REP #$20
	LDA #$3200
	STA $4330
	LDA #.GreenTable
	STA $4332
	LDY.b #.GreenTable>>16
	STY $4334
	SEP #$20
	LDA #$08
	TSB $0D9F
	RTL

.GreenTable:         ; 
   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
use this code instead (i just converted yours, but im p sure effecttool can do this variant)

Code
Init:
	LDA #$11 : STA $212C : STA $212E
	LDA #$06 : STA $212D : STA $212F
	LDA #$20 : STA $40

	REP #$20
	LDA #$2103 : STA $4330
	LDA.w #.GreenTable : STA $4332
	LDY.b #.GreenTable>>16 : STY $4334
	SEP #$20
	LDA #$08
	TSB $0D9F
	RTL

.GreenTable
	db $01 : dw $0000,$02A0
	db $0B : dw $0000,$0280
	db $09 : dw $0000,$0260
	db $08 : dw $0000,$0240
	db $07 : dw $0000,$0220
	db $08 : dw $0000,$0200
	db $06 : dw $0000,$01E0
	db $06 : dw $0000,$01C0
	db $07 : dw $0000,$01A0
	db $06 : dw $0000,$0180
	db $06 : dw $0000,$0160
	db $06 : dw $0000,$0140
	db $06 : dw $0000,$0120
	db $06 : dw $0000,$0100
	db $07 : dw $0000,$00E0
	db $06 : dw $0000,$00C0
	db $07 : dw $0000,$00A0
	db $07 : dw $0000,$0080
	db $08 : dw $0000,$0060
	db $08 : dw $0000,$0040
	db $0B : dw $0000,$0020
	db $4D : dw $0000,$0000
	db $00
That Worked!! Thank you!!

How did you converted the .greentable values?
quick python script
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?

Code
!Price = $20	; number of coins to pay for entering

db $42
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"

Mario:
	LDA $15
	AND #$08
	BEQ Return
	LDA $72
	ORA $187A
	BNE Return
	LDA $0DBF
	CMP #!Price
	BCC Return
	LDA $0DBF
	SEC
	SBC #!Price
	STA $0DBF
	LDA #$06
	STA $71
	STZ $89
	STZ $88
	LDA #$0F
	STA $1DFC
Return:
	RTL


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Currently working on Æther: The Infinite Library!

Other Submissions of mine:
SNES Controller Graphics
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.

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bunny extraordinaire 🐇
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.
Please always tell, which errors appear. Otherwise, we don't know what you have done wrongly.

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Okay, my layout looks ugly.
Originally posted by Ladida
use this code instead (i just converted yours, but im p sure effecttool can do this variant)

Code
Init:
	LDA #$11 : STA $212C : STA $212E
	LDA #$06 : STA $212D : STA $212F
	LDA #$20 : STA $40

	REP #$20
	LDA #$2103 : STA $4330
	LDA.w #.GreenTable : STA $4332
	LDY.b #.GreenTable>>16 : STY $4334
	SEP #$20
	LDA #$08
	TSB $0D9F
	RTL

.GreenTable
	db $01 : dw $0000,$02A0
	db $0B : dw $0000,$0280
	db $09 : dw $0000,$0260
	db $08 : dw $0000,$0240
	db $07 : dw $0000,$0220
	db $08 : dw $0000,$0200
	db $06 : dw $0000,$01E0
	db $06 : dw $0000,$01C0
	db $07 : dw $0000,$01A0
	db $06 : dw $0000,$0180
	db $06 : dw $0000,$0160
	db $06 : dw $0000,$0140
	db $06 : dw $0000,$0120
	db $06 : dw $0000,$0100
	db $07 : dw $0000,$00E0
	db $06 : dw $0000,$00C0
	db $07 : dw $0000,$00A0
	db $07 : dw $0000,$0080
	db $08 : dw $0000,$0060
	db $08 : dw $0000,$0040
	db $0B : dw $0000,$0020
	db $4D : dw $0000,$0000
	db $00


Now how do i change it to substract mode? changing $40 to something like A0 kinda works, but it inverts the layer colors..
invert the gradient then

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
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