(to Pieguy) What, you mean for the sprites to hurt Mario instead of inflict status? That would do it, but one problem: if done to the Punch sprite, stomping on him would kill him instead of stunning him, and touching from the back would still hurt Mario.
But if you'd like, I can teach you how to change the ASM file to make the sprite hurt Mario when he's punched instead of inflicting the "Sent flying" condition.
Find this code:
Originally posted by ASM LDA #$82 ; \ Afflict Status Condition 82 "Sent Flying" (code is handled in the Status Effects sprite)
STA $7F8600 ; /
Change it to this:
Originally posted by ASMJSL $00F5B7 ;hurt Mario
By the way, in an ASM script, if you ever want to damage Mario, use "JSL $00F5B7". Just be careful in custom blocks, 'cause then you have to set up some evil Reloc Offsets. They're
eeeeebil, I tell joo!
(to Mokou) I would say you're right, I don't have a lot of patience. I just have high standards for other hackers is all... I respect you, because your hack that's similar to SMW Galaxy is so P0wn, I respect Boing because he knows what he's doing as a hacker (even if he is a little off-putting in the process, but I know what it's like to be like that), I respect most active members of the SMW-hacking community for their skills and, more importantly,
effort... but when someone says or does something that makes me go "WTF", I easily get hostile.
I've actually been slowly writing an ASM tutorial. If you think I should post what I have, that's what I'll do.
(to koala_knight) You're right, it's easy to get upset if you feel like people are taking advantage of you, but I have to say that I think my behavior recently could use some work.
But your question... I'm glad you asked. The reason I wanted to make 8 powerups is because yes, the effects of each powerup does mix together, and the reason it does this is because the 8 powerup "flags" are all stored in a single Ram address... you guessed it: bitwise. I use Binary, and the AND and ORA commands to manipulate the flags. Take the Suction Boots and Conveyor Belts for example. The Boots are set to act like a blue coin when touched, so it disappears when collected, but when this happens it also calls this code:
LDA $7F8601 (the address in the Ram that stores the 8 powerups)
ORA #$04 (04 in binary translates into 00000100. The "1" in this string is on "Bit 2", which stores the Suction Shoes status. If it's 0, it becomes 1, if it's already 1 it stays 1.)
STA $7F8601 (Now it takes the modified binary string and writes it to the Powerup address, giving Mario the Suction Boots if he doesn't have them, and doing nothing if he does.)
Then the conveyor belts, when touched, check Bit 2 of $7F8601 by using "AND #$04", call the conveyor belt code if it's 0, and do nothing if it's 1.
Since 2-digit hex values become 8 digits in binary, I wanted 8 powerups because I can use one "bit" for each powerup without wasting any space. So because of this, yes, they do combine in any combination.
The only thing is, to make some powerups work I need to make some generator-class sprites to compliment them, which you need to place in your levels that make use of those ones. No biggie.
It's me!!
High on life is the best high.