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demo+ new boss screens! Escape from Yoshi's Island

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Originally posted by JeRRy86
yay i am in the credits #w{=P}
"go get em' my barrel-kicking-beauty!" LOL!
and for when you get hit by the barrel, do you mean that of that it slowly walks while the hit animation is on?

Try getting hit. When you die the monkey walks and the barrels stick to the floor- leaving a glitched trail.

Spotted and fixed.

add this code:

LDA $9D
BNE nope


before the call(JSR) to SUB_HAMMER_THROW
to be more specific, before line 37.

wait. gonna try something.


put this code:

LDA $9D
BNE RET


after the call(JSR) to GRAPHICS.

it should fix the walking when frozen too.



I might put some sort of signature here once. I guess.
Originally posted by JeRRy86
Spotted and fixed.

add this code:

LDA $9D
BNE nope


before the call(JSR) to SUB_HAMMER_THROW
to be more specific, before line 37.

wait. gonna try something.


put this code:

LDA $9D
BNE RET


after the call(JSR) to GRAPHICS.

it should fix the walking when frozen too.

Can you PM me the updated ASM (fixed) please?

why send a fixed asm when you can just add that code in with notepad? :P



I might put some sort of signature here once. I guess.
Originally posted by JeRRy86
why send a fixed asm when you can just add that code in with notepad? :P

But where does it go in the ASM?

Originally posted by Me!
after the call(JSR) to GRAPHICS


:P



I might put some sort of signature here once. I guess.
Originally posted by JeRRy86
Originally posted by Me!
after the call(JSR) to GRAPHICS


:P

Still don't understand! #w{x(}

you will see this:

XSPD: dcb $F8,$08
TIME: dcb $5A,$4B,$3C,$2D,$1E
PushSpd: dcb $22,$DD

RET:
RTS

Spritecode:
JSR Graphics


somewhere at the beginning of the code. note the 'JSR Graphics'
after that line of code, put:

LDA $9D
BNE RET


which will make it:

XSPD: dcb $F8,$08
TIME: dcb $5A,$4B,$3C,$2D,$1E
PushSpd: dcb $22,$DD

RET:
RTS

Spritecode:
JSR Graphics
LDA $9D
BNE RET


get it now? :P



I might put some sort of signature here once. I guess.
Originally posted by JeRRy86
you will see this:

XSPD: dcb $F8,$08
TIME: dcb $5A,$4B,$3C,$2D,$1E
PushSpd: dcb $22,$DD

RET:
RTS

Spritecode:
JSR Graphics


somewhere at the beginning of the code. note the 'JSR Graphics'
after that line of code, put:

LDA $9D
BNE RET


which will make it:

XSPD: dcb $F8,$08
TIME: dcb $5A,$4B,$3C,$2D,$1E
PushSpd: dcb $22,$DD

RET:
RTS

Spritecode:
JSR Graphics
LDA $9D
BNE RET


get it now? :P

Thanks! Oh, a screenie of world 2-1: Piranha Country!

EDIT: LEVEL UP- GOBY!!
Originally posted by Koopinator113

Thanks! Oh, a screenie of world 2-1: Piranha Country!

EDIT: LEVEL UP- GOBY!!

Typos:
"'The great jungle" should be "The Great Jungle."
"Legend is that" should be either "Legends say" or "Legend has it".
"Romour" should be "Rumor", or "Rumour".
How is it now?

NEED FEEDBACK!

whats that random ' doing left of 'The Great Jungle!'?
i think the water kinda clashes with the other foreground.



I might put some sort of signature here once. I guess.
Originally posted by JeRRy86
whats that random ' doing left of 'The Great Jungle!'?
i think the water kinda clashes with the other foreground.
The water looks fine to me! I'll take the ' out now.
you forgot to add an extra 's' on the end of 'Legend' or it makes no sense
REMOVED
Finally! Fixed grammar, and done level names for world 2,3 + 6.
2-1: Piranha Country
2-2: Jungle Depths
2-3: Bandit's Den ?
2-4: DK Imposter's Fort
2-5: Cave of the Shy Guys
2-6: Pipey Piranha's Castle
SECRET 2-7: Jungle Fever!

World 3
3-1: Whatch out- Para Snifits!
3-2: Forest of secrets
3-3: Poochy Ride!
3-4: General Guy's Fort
3-5: Up in the mountains
3-6: Lakithunder's Castle

World 6
6-1: Faster, Mario, Faster! ?
6-2: Tap-Tap's Caverns
6-3: Goonie's Forest ?
6-4: Big Blarg's Fort
6-5: Almost there!
6-6: Bowser's Castle!
SECRET 6-7: Pit of 100 trails
SECRET 6-8: Red-Hot Valley

BTW: the "?" Indicates there is a secret exit in this level.
Names, eh? Good. #w{=P}
Layout made by MaxodeX
2021 TRENO vibe check thread
Originally posted by ManuMaster654
Names, eh? Good. #w{=P}

Yeah, I got bored and decided to post something else on this thread- seeing as I've not done much on this hack for a while- I've been having a lazy vacation. Anyway, I'm working on a side hack now- so pushing this hack to one side at the moment. Don't worry- I'm not abandoning this, I'm resuming progress next week. Also, one tester, has played my hack and actually liked it! That is the kinda enthusiasm that makes me continue with this #w{:>}.
Okay, I understand. I'm lazy too (with my hack).
Layout made by MaxodeX
2021 TRENO vibe check thread
Originally posted by Midna
Yeah, that would look a lot better. I think the player sprites from Dongs! would fit well (they're free-use, after all).

Yeah, the demo isn't until may 15th (I think) so there is no huge rush.
EDIT: Now decided to continue after all! I'm redesigning the overworld completly- making it like the YI style Map- without of course the level icons. Before the demo I have to:
1.) finish level 1-2
2.) finish level 1-1
3.) finish 1-5
6.) complete 3rd room in W1 Castle
7.) Redesign overworld. DONE

I'll tick them when I've done them. The demo will only be of world 1- the second demo in june will be of world 2 and so on... I'll release the full ips of the hack in late 2010/2011.
BETA TESTERS (CLOSED) No more testers needed
1.) Error 52
2.) KY2010
3.) Manumaster654
4.) CDPower
5.) 2Technogeeks
6.) MSTR448
7.) MechaWave
8.) Jerry86
NEW WORLD 1 MAP IS HERE!!

BEFORE


AFTER


Thanks to Whiteyoshiegg. Anyway, this map style gfx makes it a more YI style map. If you've seen the YI map these style gfx are below the level icons on the level select screen.
BTW on a scale of 1-10 how good is this hack turning out? Just wondering- I like enthusiasm!
Is this an improvment? Any Comments?#w{=P}

looks nice. the trees look weird at their stem though... #w{=P}



I might put some sort of signature here once. I guess.
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