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Custom Powerups v3.4.2 - DISCONTINUED

Patch

Originally posted by LX5
This happens because LM hasn't modified the level destinations in that level and it screws everything.


If this is the case, i suggest to report this on the thread about Lunar Magic.
Or fix the bug.
I can't fix the bug nor it's an LM glitch.

Just save the level once.
Think you messed up the graphics in your edited DKC status bar patch. The graphics seem to be for stuff like a Bullet Bill, P Switch, etc rather than the status bar, so it ends up looking all glitchy.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Try using the included graphic files (GFX00.bin and GFX01.bin).

Sadly, I didn't know where to remap some graphics (like the bullet bill) and I ended putting them in a extra graphics file.

You can use STEAR to remap it to somewhere else.
Rip Van Fish Z sign flies away.

I think that is a bug.

I don't know why it happens.
Receiving?
So, using this now, and have two questions about the patch:

1. How do you make it work alongside this SMB 3 status bar patch? Because I remember reading somewhere that you could use both of them at once, and the game doesn't seem to crash or anything when you do. It just doesn't move the power up to the bottom bar:

http://www.smwcentral.net/?p=section&a=details&id=11508

2. Is this patch completely incompatible with dynamic sprites? Because the readme mentions it would probably won't work with dynamic Z, so... does that mean you can't use it with either that or dsx.asm?

Because if so, that's a pretty big issue for a lot of people. It'd certainly be a problem for Skewer and co when it comes to the Devious Four Chronicles titles, since those games seem to use tons of dynamic sprites in them.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
@rip van fish: I noticed that too, I don't know where to start to look to fix it.

@SMB3 status bar: uhh, I'll look into it.

@dynamic z: Sadly, both patches shares very similar hijacks, and dynamic z main hijack is at $00A300, there is very little stuff that I can do because that patch has so many features that I can do with my patch and those are in the same hijack.

If you really want to use dynamic Z, I think I will need to drop the support of Mario 8x8 DMAer patch, plus the projectile DMA thing, the Mario ExGFX stuff, Separate Luigi GFX support, and the custom palette support.

The last 4 things I think you can replicate those with dynamic z (maybe with similar code, idk), but for the others... I don't know.

DSX should work fine, I haven't tested it, though.

I could make an unofficial version of dynamic z (remove those features that are already present in my patch), but since it's a very complex patch it'll take some time and I prefer using that time by doing some other things, like making a new powerup or work in other resources.
Originally posted by cheat-master30
So, using this now, and have two questions about the patch:

1. How do you make it work alongside this SMB 3 status bar patch? Because I remember reading somewhere that you could use both of them at once, and the game doesn't seem to crash or anything when you do. It just doesn't move the power up to the bottom bar:

http://www.smwcentral.net/?p=section&a=details&id=11508

It works fine with SMB3 status bar, for the item box you need to manually edit its location.

On other_patches folder open "itemboxspecial.asm" and edit the values on the item position to one below:

Code
!ItemPosX1 = $E0	; the X position of the item on the screen
!ItemPosY1 = $C7	; the Y position of the item on the screen


And then save and reinsert powerups.asm.



Also 100coin roulette patch as issues with this too, when it tires to put custom power-up to item box, it ignores the extra bit setting so ice-flower becomes shell-less green koopa etc #ab{:S} .
Additional bugs:

Carrying ice block through the pipe changes the ice block into a throw block.

Bonus star, and its sparkle (when you hit the goal tape) is not remapped.
Receiving?
The ice block one is easily fixeable, apply this hex edit:

Code
org $02AC18
	db $80


@other issues: I'll look into them probably this weekend. I'm getting a bit busy lately.
Most remap issues you can either fix with STEAR or editing the hex yourself. Just saying this so you don't wait for LX5 to release an update with said fix.
Okay, been using it on a (mostly complete) demo, and for most part, game is very stable.

However, this ice block seems to break horribly when you've got this patch installed:

Code
db $42
JMP Return : JMP Return : JMP Return : JMP Return : JMP Return : JMP Return : JMP FIAR
JMP Return : JMP Return : JMP Return

FIAR:		STZ $170B,x		; \ Erase fireball
		JSR SUB_SMOKE		; / Show smoke effect

		LDA #$06		;\
		STA $9C			; | Generate coin block
		JSL $00BEB0		;/

Return:		RTL

SUB_SMOKE:	LDY #$03		; \ find a free slot to display effect
FINDFREE:	LDA $17C0,y		;  |
		BEQ FOUNDONE		;  |
		DEY			;  |
		BPL FINDFREE		;  |
		RTS			; / return if no slots open

FOUNDONE:	LDA #$01		; \ set effect to smoke
		STA $17C0,y		; /

		LDA $1715,x		; \ set y pos of smoke
		STA $17C4,y		; /

		LDA $171F,x		; \ set x pos of smoke
		STA $17C8,y		; /

		LDA #$18		; \ set smoke duration
		STA $17CC,y		; /
		RTS


Game literally crashes on the spot when Mario melts it. No other blocks I'm using seem to have this problem, and I didn't modify the above from the site's original version... so what's going wrong here?

Also, cause I forgot, thanks so much for your help earlier. This patch has gone from 'untested' to 'mostly works with a live ROM' in no time.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Originally posted by LX5


Quote
Also in my hack I have blocks that shatters/changes into stuff(iced blocks) when hit by fire ball, but ice ball also activates/shatters these, is it possible to disable that somehow?


To exclude the iceball, just check if the current sprite is a iceball in the block's code:

Code
	LDA $170B,x
	CMP #$14
	BEQ .iceball_found
	;fireball code
.iceball_found
	RTL 


Again, untested, but it should work.


Just got around to test this and it works, thanks LX5 #ab{:D} .
Oops, my bad.

Use this extended_sprites.asm

I'm not updating the zip file because I'm a bit busy right now, probably I'll have some free time the next weekend... I suppose.
Originally posted by LX5
Oops, my bad.

Use this extended_sprites.asm

I'm not updating the zip file because I'm a bit busy right now, probably I'll have some free time the next weekend... I suppose.


So, does this version of extended_sprites.asm fix the bug with shatterable blocks?

Because it seems quite a bit different from the default one, and I'm wondering whether it's this or the code posted by KDee that's needed here.

Sorry for the inconvenience.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
That extended_sprites.asm fixes a bug where setting to zero $170B,x will crash the game. The only part taht was changed in the asm was iceball_edit.

The code that I gave to KDee is to exclude iceballs from interacting with the MarioFireball offset in custom blocks.
Originally posted by LX5
That extended_sprites.asm fixes a bug where setting to zero $170B,x will crash the game. The only part taht was changed in the asm was iceball_edit.

The code that I gave to KDee is to exclude iceballs from interacting with the MarioFireball offset in custom blocks.


Okay, that makes sense.

One last thing though. How does this custom sprite interaction table work?

Because it says this:

Code
; Bits:
; 0 = Can't be killed by Hammer or Boomerang.
; 1 = Can't be frozen by Iceball.
; 2 = Can't be affected by Bubble (this makes the bubble pop)
; 3 = Can't be killed by Raccoon Mario's statue.
; 4 = Don't interact with the projectiles.
; 5 = Can interact with Raccoon Mario's statue (used to not kill platform/solid sprites).
; 6-7 = Unused.


And then a table in this format:

Code
CustomSpr:	db $00,$00,$04,$00,$00,$00,$00,$00		;Sprites 0-7
		db $00,$00,$00,$00,$00,$00,$00,$00		;Sprites 8-F


How do you set these? Because the normal sprite table has the bits able to be set in binary format, which makes sense. But the custom sprite table doesn't, so I'm not sure how to set certain enemies as not able to be frozen/killed with boomerangs, hammers, etc.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Hm.. well, you could have used windows calculator or any other calculator to convert your binary values to hex or...

... use this sprites_props.asm

I'll include that file in the next update.
Bug report: if you use custom power-ups in the title-screen demo, DMA'd projectiles are messed up, for example iceballs are hammers etc.

Patch