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LX5's works - ASM stuff + Powerups

Welcome to my second C3 thread.

In this thread I release some stuff from the ips that I posted some hours ago.

---------------------------

1) Interactable Yoshi fireball with blocks.

This patch gives to Yoshi's fireballs the ability to interact with Layer 1 blocks.

It comes with a few handy routines as well some premade 'blocks'.

I used this patch in Mopoo's Forest level to get the secret exit.

Download: http://bin.smwcentral.net/u/12344/yoshi_fire.zip

2) Yoshi egg animation question blocks

Confusing name, but this pack of blocks spawns a yoshi egg like the ? block that spawn the green adult Yoshi, but with the difference that this can spawn almost any regular sprite, being the exceptions those sprites that are only alive on their stunned state (like the key sprite).

I used them in Mopoo's Forest level to spawn a red baby Yoshi from a ? block.

Download: http://bin.smwcentral.net/u/12344/yoshi_eggs.zip

3) Marine Pop

This sprite is a newer version of the Marine Pop sprite with better coding (it's a mess) and nice features.

It uses cluster sprites as projectiles and they can explode like a bob-omb or simply disappear in a puff of smoke.

You can use Roy's patch to make the bob-omb explosions to break blocks so you can give the bob-omb one more purposes than just killing enemies. The other already breaks turn blocks (and just turn blocks).

The rest of the features are explained inside marine_pop.asm.

I used this sprite in Deep sea adventure as the main feature of the level since you need it to pass through the cave.

Download: http://bin.smwcentral.net/u/12344/marine_pop.zip

---------------------------

That's all.

Sorry for the lack of images or videos, but you can download my demo to try these resources and watch them in action.

Demo thread: http://www.smwcentral.net/?p=viewthread&t=82086
I never knew you could code sprite's interaction with Layer 1, I thought you would have to make the "block" become a sprite in order for interaction to happen.

Thanks x100 to LX5 for his releases, I'm still scratching my head of how you coded these things lol
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Originally posted by LX5

1) Interactable Yoshi fireball with blocks.


I love you. You have no idea how long i wanted. That's great :D

EDIT: By the way, how would I go about using this like flag? Like for checking if fireball touches a block?
I remember the first two from your winter contest level. I also expected you'd release the mini-mushroom, but those two are still pretty useful.
It's update time for my powerups!

Changelog:

Quote
v1.1 (5-Jan-2015)
New:
- Tiny Mushroom powerup from NSMBWii is now available.
- Cloud flower powerup from SMG series is now available. Huge thanks to Lui37 for coding it.
- The patch is now SA-1 compatible*, just insert it as you would do normally and the patch will handle everything like every new patch on SMWC.
- Hammer and Boomerangs now interact with layer 1 objects, more details above.
- Boomerang can retrieve some sprites when fired, this makes the Boomerang to not be just a Hammer clone.
- Custom interaction fields with sprites is now possible.
- Custom interaction dots/points with layer 1/2 (maybe 3?) is now possible.
- Remapping some smoke particles is now optional too. A define is included in powerup_defs.asm to decide if insert the hex edits or not.
- Added a define to control which extended sprite number will Mario shoot while having powerup that shoots projectiles.
- Added a define to change where the Projectile DMA graphics will be loaded to.
- Made some (small) name changes to some files in powerup_files folder.
- Changed the custom sprite settings table in sprites_props.asm to use bits instead of hex values.
- Minor Extender patch is now completely optional, you still require to patch the file though, specially if you want those Z tiles fixed.
- Patch size increased a bit.

Fixes:
- THE Z TILE OF THE RIP VAN FISH IS NOW FIXED.
- Mode 7 Game Over patch detection. Clearing $7E2000 area made this patch to display an invisible Mario, this is now fixed.
- Fixed a HUGE mistake on IceBlock.asm. Changed a $1622,x to $1686,x.
- Iceball image is now properly aligned while using the projectile DMA feature.
- Riding Yoshi instantly bug is now gone.
- Projectile DMA feature now works correctly in title screen. Thanks to KDee for reporting this.
- Mario's 8x8 tiles weren't showing correctly on title screen, it's fixed now.
- Fixed several misplaced things.

Known issues:
- Tiny Mario graphics glitches when he gets a P-Balloon also he has wrong collision fields with everything.
- Tiny Mario sometimes goes through slopes when on Yoshi (?)
- Tiny Mario can't use small doors.
- extended_sprites.asm can't be patched without the main patch.

SA-1 known issues:
- Boomerang retrieve item feature isn't working.
- Tiny Mario has odd hitboxes when getting the item through the item box.

* = It's partially compatible, due to those known issues plus not having a SA-1 compatible GPS to get the blocks to work.


Phew, that was a big changelog!

The readme was also updated with more text and small tutorials to get the features to work.

Lui was a cool guy and made the Cloud powerup for this pack, it's very well done and has some cute cloud graphics.

Here's the cloud powerup in action: https://dl.dropboxusercontent.com/u/55549818/gifs/cloud%20dlc.gif
and here is a pic of tiny Mario that I intentionally put on my file bin days ago to see if people find it: http://bin.smwcentral.net/u/12344/tiny_mario.png

Without making the wait longer, here is the download link: http://bin.smwcentral.net/u/12344/powerup_pack.zip

To play with my powerups without inserting it you can still visit my Demo ips thread: http://www.smwcentral.net/?p=viewthread&t=82086
Awesome, I have been waiting for that powerup update for while now#ab{:P}.
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SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
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Nice to see the new power ups and Marine Pop. Cloud Mario and the Marine Pop should be really useful for some of my future levels.

That said, I do have to wonder what the main use of Mini/Tiny Mario is. Does he a hitbox that's 8 x 8 pixels or something? Can you even make a gap that only works a player that small? Or is it for unrelated things, like a higher jump height or something?
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.
you could make blocks, which check for mario's powerup status and make those only passsable, if mario is tiny mario.
So you'd just need to draw GFX for those with a gap just high enough for tiny mario.
That's the same thing nintendo did with it (besides walking on water and the different jump hight, but I think this would be easier to include in the code of the powerup)
Don't know what the actual hitbox is, though.

Nice work LX5, like always #tb{:]}
The new powerups look very interesting.
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Finished project:

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I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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Originally posted by cheat-master30
Nice to see the new power ups and Marine Pop. Cloud Mario and the Marine Pop should be really useful for some of my future levels.

That said, I do have to wonder what the main use of Mini/Tiny Mario is. Does he a hitbox that's 8 x 8 pixels or something? Can you even make a gap that only works a player that small? Or is it for unrelated things, like a higher jump height or something?


Use custom blocks (like in the IPS demo) that are only passable if Mario is Mini. Or temporarily solid if Mario is touching one from above to simulate standing on water. (Not included, but shouldn't be difficult to make.)

The Mini Mario here also has a much higher and floatier jump.

@Ruberjig

Sorry for not noticing your post, I got distracted with other things.

You can set a flag on yoshi_fire.asm, the right place to put your code would be this:

Code
.found	
	SEP	#$20
	LDA.l	interact_table+$02,x	;Get index to the behaviors table


In between these two lines of code you can set some sort of flag, like this:

Code
.found	
	SEP	#$20
	INC	!some_free_ram
	LDA.l	interact_table+$02,x	;Get index to the behaviors table


That will set the flag when the fire touches any tile that is on the table at the top of yoshi_effects.asm.

If you want to set a different flag depending on what effect is triggered, then go to yoshi_effects.asm and set it on some routine (or all, depending on what you want).

Let's say that the smoke effect will set the flag to $01, normal shatter effect $02, rainbow shatter $03 and kill fire routine will set it to $04.

Your code will be this:

Code
Smoke:	
	LDA #$01
 	STA !your_flag
	%generate_smoke()
	%generate_smw_tile($02)
	%return()
BreakNormal:	
	LDA #$02
 	STA !your_flag
	%shatter_block($00)
	%generate_smw_tile($02)
	%return()
BreakRainbow:	
	LDA #$03
 	STA !your_flag
	%shatter_block($00)
	%generate_smw_tile($02)
	%return()
KillFire:
	LDA #$04
 	STA !your_flag
	%kill_fire()
	%generate_smoke_on_fire()
	%generate_sound($01,$1DF9)
	%return()


Obviously the RAM won't be cleared on the next frame, so you may want to reset in on level.asm or something.

Quote
Does he a hitbox that's 8 x 8 pixels or something? Can you even make a gap that only works a player that small? Or is it for unrelated things, like a higher jump height or something?


Yeah, he has a small hitbox/hurtbox and his collision points with layers are small too to match the included graphics, they're bigger than 8x8, though.

And yes, Mini Mario has a higher and floaty jump like MrDeePay said.

Quote
you could make blocks, which check for mario's powerup status and make those only passsable, if mario is tiny mario.


That was what I did on my IPS and eventually I'll release a few blocks that works with certain powerups like the ones on blocks/powerups_blocks, I only need some ideas to make them happen, people can request their blocks too, just PM me with your ideas for blocks or post them here or in the other release thread (in case that this thread gets closed when you want to post your ideas/requests).

@everyone

Thanks for the comments :)
chupenle el pico al cabro esta afuera esta jugoso rapido chupenla

Amazing job, you did put alot of effort on this and it came out nicely.
Has your Marine Pop been tested for compatibility with the n00b Boss yet? I ask because an older version of the sprite had compatibility issues with that sprite that led to the game crashing when you launched a torpedo. If this version doesn't have that issue, I'll probably use it in Tatanga's Return.
Quintesson Judge: Silence, or you will be held in contempt of this court!
Hot Rod: I have nothing but contempt for this court!
- Transformers the Movie (1986)
@GammaV: I haven't tested it, but since it doesn't use regular sprites for the torpedoes it shouldn't have that problem (though probably it will kill any boss on one hit). Probably I could make a special version of the torpedo to make it interact with the boss to just decrement boss' HP and not kill it.

---------------------------------

As for anyone wanting the Better Powerdown patch to work with my Powerups Pack, here it is.

Download: https://dl.dropboxusercontent.com/u/67177523/Hack/SMWC/better_powerdown.asm
That's a possibility if I decide to recreate/pay homage to the Tatanga battle in the original Super Mario Land, but for now, I just want to be sure that firing a torpedo won't crash the game with the n00b Boss simply PRESENT in the ROM. That's the problem I had with the old one.
Quintesson Judge: Silence, or you will be held in contempt of this court!
Hot Rod: I have nothing but contempt for this court!
- Transformers the Movie (1986)