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Mario Poses

I'm trying to code a custom block that affects Mario's pose while hes touching it. I've set $13E0 to the appropriate value, but when Mario touches it, his pose doesn't change. Is there anything specific I need to do to change Mario's pose while he is touching the block?

This is the part of my block's code that is suppose to change Mario's pose.

LDA $19
BNE Big
LDA #$20
STA $13E0
BRA Sizedone
Big:
LDA #$6D
STA $13E0
Sizedone:
(the rest of the code)
I have a hack thread - Link (Now with a demo!)
Also a music thread - Link

C3 Projects
2013: Modern Spiny Pack
2012: MGSS v0.1
Spring 2010: SMB2 Autobomb Sprite
That code works fine. The problem is, that only sets it for one frame. You need to add more code that sets that every frame.
Block code runs every frame that Mario is in contact with the block, correct?

Unless I'm wrong about that, wouldn't the code to set Mario's position run every frame Mario was in contact with that block?

Edit: I have found an alternative method of setting Mario's pose (a sprite that is used in conjunction with this block), but if anyone could explain why using the block didn't work, I would appreciate it.
I have a hack thread - Link (Now with a demo!)
Also a music thread - Link

C3 Projects
2013: Modern Spiny Pack
2012: MGSS v0.1
Spring 2010: SMB2 Autobomb Sprite
I wouldn't be surprised if the code deciding Mario's pose is run after the block code. If so, your changes would be overwritten as soon as it has checked all of Mario's collisions and the actual pose has been calculated.
Ah, well that makes sence.

As I said, I just used the sprite part of my project to set Mario's code instead and it works fine...

I was making a SMB1 style flagpole if anyone was curious.

http://www.youtube.com/watch?v=TLvXNVNRmxI

Anyways, this can be closed
I have a hack thread - Link (Now with a demo!)
Also a music thread - Link

C3 Projects
2013: Modern Spiny Pack
2012: MGSS v0.1
Spring 2010: SMB2 Autobomb Sprite