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Custom Powerups v3.4.2 - DISCONTINUED

Patch



which tiles here are necessary to use the Ice Flower and the Hammer Suit?
@Vito_Studio: I believe that's related to !cape_settings, I'll look into it because I forgot where I should tweak to solve it.

@Mariofan64: The small Xs in the top right corner, the ice blocks, the flower item and the hammer suit item.
Originally posted by LX5
@Mariofan64: The small Xs in the top right corner, the ice blocks, the flower item and the hammer suit item.


by Xs in the top right corner, all 8 of them, or are there some that are not needed?
All of them.
After doing everything in the readmes to insert the 2.1.1 pack(or rather just the boomerang suit in my case).When I went to insert powerup.asm with asar,it gave me this error:

Code
other patches/extended_sprites  asm:159   error:!iceball_num not found


I went to extended_sprites.asm and read the readmes all over again,but I didn't understand what I did wrong.
Why is it giving me problems about iceballs if the only powerup I'm trying to insert is the boomerang suit?
Complete Hacks:




Originally posted by LX5
All of them.

Of those 8, which are used by the Ice Flower, and which are used by the Hammer Suit?
Originally posted by karen13505
iceball problem


Try setting to 0 !iceball_inserted in powerup_defs.asm.

If that gives you more problems, you can try to insert the whole pack and erase the other's powerups graphics, that's what eat you ROM space.

Originally posted by Mariofan64
Originally posted by LX5
All of them.

Of those 8, which are used by the Ice Flower, and which are used by the Hammer Suit?


They do not have fixed places in SP1. When you fire a projectile (except fireballs), their graphics are dinamically uploaded to these spots in SP1, and no, you will never have corrupted or wrong graphics from projectiles because the limit of projectiles on screen is 2, much like in the vanilla SMW.

You can disable that feature, though. Set to 0 !projectile_dma in powerup_defs.asm, you will also need to manually set the correct graphics in SP1/2/3/4 which can be tweaked in the files of powerup_defs folder that is inside of powerup_files folder.
Originally posted by LX5
Try setting to 0 !iceball_inserted in powerup_defs.asm.


It's already set to 0.Nothing changes.
Complete Hacks:




Strange, that shouldn't be happening if it is 0, because that would bypass the code.

And I re-read your post.

1) Are you following the steps from pack_readme.txt?
2) Did you follow the video tutorial?
3) Have you modified extended_sprites.asm?

Also. If you only want to insert one powerup, I suggest not using the pack and add the powerups manually to my patch.
Code
ExtendedSpr:
	PHB	
	PHK	
	PLB	
	LDA	$170B|!base2,x
	BEQ	.ret		; return if sprite is #$00
if !iceball_inserted == 1
	CMP	#!iceball_num
	BCS	+			; branch if sprite is #$13 or above.
endif
	PLB	
	JML	$029B1B|!base3	; if not, reference original code
.ret	PLB	
	JML	$029B15|!base3	; return
+	LDA	$170B|!base2,x
	CMP	#!iceball_num
	BNE	+			; branch if sprite isn't #$13
++	PLB	
	JML	$029FAF|!base3	; if it is, reference original fireball code.
+	JSR	Pointer		;	 load pointer
	BRA	.ret		; branch to return.

There you go. You forgot to "if-endif" the second CMP #!iceball_num and the second Bxx +.

In other worlds:
4) Have you blamed LX5 because it just don't work even though you did everything correctly?
There you go.It was inserted without any problems.Thanks a lot you two ^^
Complete Hacks:




These little things makes me happy because I know there are people using my patch and don't give up with following my readmes.
Code
org $01C545
autoclean JSL Main
NOP

freecode

Main:
CMP #$01
BNE .Store
LDX $0DC2
BNE .DontStore
.Store
STA $0DC2
.DontStore
LDX $15E9
LDA #$0B
RTL


this is basically a patch that is supposed to make it so Mushrooms do not overwrite Fire Flowers and Cape Feathers in the Item Box. The problem, is that, custom powerups will also fail to overwrite those 2 items when using this. How do I fix this?

Note: This patch is not mine. Alcaro wrote this patch.
@Mariofan64: I thought my patch fixes that problem.

@Vito_Studio: I'm so sorry, I have been distracted with real life things and I keep forgeting to do some things. I haven't looked into it yet...
Originally posted by LX5
@Mariofan64: I thought my patch fixes that problem.


If that is the case, then it must be that your correct patch code for this is overridden by the normally good, but incomplete code that I just posted.

Similar to how making the hex edit to disable automatic item dropping is nullified if a better powerdown patch is applied, although, luckily, that patch has an option to re-disable automatic item dropping.
My asar says that the rom has problems with assembly
My current hack(s)

I can draw graphics, test and criticize hacks.
and a little asm too
To SMWCJullasicFox:

What assembly problems are you getting?

Originally posted by Gregor
I could do the GFX for Frog Mario if it's really an issue.


To Gregor: Go right ahead, I would appreciate this!

Also, I'm long overdue to post this, But I think this would be a good idea in order to port the frog suit from powertool to this patch,

To LX5:

Is there a way to edit ALL the other cape image tables for the cape? Said cape image tables can be explained Here and Here

Also, Can these options be added?:

-an option to replace both the cape image and 8x8 tiles with one or two more 16x16 dynamic player tiles (per-powerup)

-an option to disable Yoshi/Podoboo DMA (frees up some DMA time)

-an option to move Yoshi/Podoboo DMA (for DMA spacing)

-an option to let Yoshi use GFX within another bank (ROM or RAM) instead of being fixed within bank $7E
A.K.A. SmilyMZX,

Also on NESDEV, and on various other forums, Find me on other places if I'm there.

Look for me also on YT...

Beware of false lookalikes!
Hello LX5, I have a question.

Is there a way I can make the mushrooms heal you when using GHB's health bar patch??? Just so you are aware, I am using the bulk version of your power-ups patch (before you made all of them rather independent).
Your layout has been removed.

Patch