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Custom Powerups v3.4.2 - DISCONTINUED

Patch

I FOUND THE SOURCE OF THE RACCOON SOUND BUG!

In line 108 of raccoon_engine.asm, you are using an "if" to detect if the ROM uses AMK (so that you can use the right sound effect/port). But you inverted the condition by mistake, so AMK ROMs run the "vanilla" code and vice-versa. My ROM isn't using AMK atm, so it was running the AMK code. Sound effects #$35 and up in port $1DFC mirror $1DF9's, starting with the Hit Head sound. #$35 is the Jump SFX in AMK, so it played the Hit Head sound in vanilla. This may also explain why you said that the glitched sound was changing: maybe you tested with AMK at first, but then you didn't use it when coding the last version. I changed the "!="s into "="s and it works now.

Still no clue about the collision problem with the cape/tail though. I'm thinking that there might be a "which powerups have cape/tail collisions going on" define that's, again, hardcoded to the original powerup order. It wouldn't explain why the cape doesn't have collisions, though...
@aCrowned: Okay, that's nice. I'll change it.

@edit1: You should never worry about running out of OAM space if your sprite-based HUD is run after every type of sprite is processed, if your HUD isn't coded in this way, you should change the main hijack of your patch. I'm saying this because I've always used sprite-based HUDs and never ran out of OAM space.

@edit2: Look somewhere in other_patches/itemspecialbox.asm, I believe there's a RAM to disable the Item Box.

@edit3: huh, I'll see what's going on, probably it's related to !cape_settings.

@Pikachu: Then go back to use the Tool section GPS, that should fix your problems.
I don't think that SA-1 GPS version is that buggy to don't function on nonSA-1 ROMs, but I will take a look later. Maybe you can try using Erik's version.
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Originally posted by LX5
You should never worry about running out of OAM space if your sprite-based HUD is run after every type of sprite is processed, if your HUD isn't coded in this way, you should change the main hijack of your patch. I'm saying this because I've always used sprite-based HUDs and never ran out of OAM space.

The thing is, I tried multiple times to get GET_DRAW_INFO to work with my sprite HUDs, and I never figured out how to do it. So, I use static OAM addresses, ranging from 0330 to 0364. My hijack is at $8FC8. But that's getting a wee bit off-topic anyway.

As for the !cape_settings thing, the value written to it by the powerups seems to be correct, so maybe it is being read incorrectly instead?
I can't insert the patch with the components required to insert the ice flower. Instead I get a bunch of errors mentioned in the previous post and nobody can help me patch the fricking patch? Mama mia.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

@DaSpongeBobMan: Try putting every file in their correct folders in the patch's location. That's why you're running into a lot of errors.

@aCrowned: Why using OAM in the $03XX area? But yeah... it's getting a bit off topic, I guess I could help you with that via PM if you want, I can give you a few recommendations about making sprite-based HUDs.

@!cape_settings thing: It was being readed just fine, the thing was that A should never be modified in that routine. This raccoon_engine.asm should fix that problem.

I'll be updating everything from GitHub today (or tomorrow), as well releasing the complete pack too.
Well, ain't that swell. Here's to hoping for a successful release my friend. Cheers!
This patch completely butchers the Cape.
Is that time of the year again!? Yes! Update time!

Originally posted by first post
Download the lastest release here (2.1.1)

Powerup downloads:
- Ice flower v1.0.2
- Hammer suit v1.0.1
- Boomerang suit v1.0.1
- Raccoon Leaf v1.0.1
- Rocket mushroom v1.0.1
- Tanooki suit v1.0
- Bubble flower v1.0
- Shell suit v1.0

Pack of powerups
Contents:
- Main patch v2.1.1
- Ice flower v1.0.2
- Hammer suit v1.0.1
- Boomerang suit v1.0.1
- Rocket mushroom v1.0.1
- Raccoon leaf v1.0.1
- Tanooki suit v1.0
- Bubble flower v1.0
- Shell suit v1.0


This update fixes some stuff mentioned here, and the updates for every powerup are those that aCrowned mentioned here.

I didn't include Tiny Mario and Cloud Mario because I ran into some issues... but they will be available at a later date, so don't worry!

Also I did another pack for these people who can't understand my readmes or they're lazy to follow my instructions. As always, I won't be focusing on updating this pack (requires more effort).

I will also do a few videos showing every powerup, but that will be at another ocassion. I know most of you already know what they do and that I already did some videos, but they're old and don't show their true potential.

Originally posted by Pikachu
This patch completely butchers the Cape.

It's supposed to be fixed with this release.
Originally posted by ride_yoshi.asm Line 10
.get_powerups,s


Shouldn't that be an X since there's an LDX $19 before it? Or is it supposed to be that?

Also, here's this

Originally posted by asar
other_patches/ride_yoshi.asm:2: error: Don't autoclean a label at the end of a freespace block, you'll remove some stuff you're not supposed to remove. [autoclean JML fix_yoshi]


Should that autoclean also be in there?
Hacks:
Somehow that version of ride_yoshi.asm ended up on the GitHub release, but not on the pack release.

Anyway, updated the GitHub release, you can redownload the .zip again from the same link.
any chance of Kuribo Shoe?
I don't consider Kuribo Shoe as a powerup since un SMB3 you can ride it with any powerup and doing it as a powerup on my patch would require some sort of stackable powerups system and that sounds like nightmare to implement. Might be a bit easy with the original powerups, but doing it with every powerup I've included in this patch isn't.

I consider the Kuribo Shoe as a friendly NPC like Yoshi.

If I ever want to do a Kuribo Shoe, I'd do it as a standalone sprite and not as a powerup. Same goes to SM64 caps, if anyone wonders why I haven't made them for this pack.

And yes, I'm aware of Sonikku's stackable powerups video.
A Kuribo Shoe would be similar to Yoshi. The DKC animal buddies may also be similar, if programmed differently (IIRC the player and animal buddy are actually switched while riding)
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
smkdan has one here It's just not hosted on this site. Also I don't know if it has any bugs/compatibility issues
You need some special kind of Spritetool to insert it and it's most likely not compatible with this patch, though.
Originally posted by Gregor
You need some special kind of Spritetool to insert it

Well I inserted it with romi's sprite tool and it worked fine? For compatibillity with this patch idk might not be compatible yeah
Yeah it patches fine but its very glitchy from what I remember(and I dont remember if it works with LX5's powerups).
What exactly is your version of Tiny Mario (from the Tiny Shroom) going to be capable of? Will there be special blocks included that have 8x8 passage ways for Mario to walk through or is that not even being considered?
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Patch