User | Post |
XxShaynee2xX
Posts: 15/102 |
If you can make that and put it in your hack, I'd love to try it! |
HyperLamer
Posts: 7150/8210 |
Or just have your code go through the sprite tables and count all the sprites. Not recommended for a constant loop, but in a custom block it'd work fine. |
Bio
Posts: 318/458 |
Originally posted by Dark Ludwig How exactly do youmake the game check if there are any psrites on the screen? I couldn't find any ram adresses that held the current number of enemies on the screen. Is there one? Also, if there isn't one, where is the sprite OAM data that tells whether or not a certain sprite is dead? Thanks.
I have specified that in my last post, you have to hack sprite death subroutine to make him write to an empty ram adress |
Dylan Yoshi
Posts: 50/79 |
Hmm...I just got an idea for a use of this: It could be used in a Mario 2 styled hack where you must defeat Birdo (probably just a Pitching Chuck with different graphics) to enter the Eagle Head and reach the Goal Post. |
Dark Ludwig
Posts: 111/172 |
How exactly do youmake the game check if there are any psrites on the screen? I couldn't find any ram adresses that held the current number of enemies on the screen. Is there one? Also, if there isn't one, where is the sprite OAM data that tells whether or not a certain sprite is dead? Thanks. |
HyperLamer
Posts: 7135/8210 |
Hm, that gives me an idea. I bet most non-enemy sprites have a property different than most enemy sprites, which you could check to see which it is. |
Bio
Posts: 316/458 |
I going to make a block that will vanish after big boo have been defeat in my hack, but still will require roms hacking to work propelly. And to make the block you want, you will need to find all sprite death routine location and hack it to make it increase a empty ram . now create a block that will be act like pipe part when this ram is set to the number of sprite you want to need to be defeated. you may also need a block that will reset this ram to 0 |
Tatrion
Posts: 56/215 |
Maybe a pipe that activates when you kill a certain sprite on the screen? Course, there's a difference between killing and moving off the screen. You could kick a koopa shell offscreen and not kill the actual koopa, walk away a bit and come back, the koopa respawns. but if you spin jump/fireball/kill it with a star, it doesn't come back. So many variables And I know nothing about ASM, so don't ask me |
asdf
Posts: 261/303 |
Originally posted by HyperHacker It might be doable, but keep in mind that things like powerups and Yoshi are sprites too. And what if an enemy appears while you're in the pipe? Whoops, you're dead!
Yes, but that'd be...well...crappy level design. It'd best be used for "defeat the enemies to move on" rooms. Any other use would be stupid. You might be able to set it up so it only triggers for enemy sprites (perhaps by telling it to trigger with all sprites EXCEPT the ones you specify), but I doubt it. |
HyperLamer
Posts: 7056/8210 |
It might be doable, but keep in mind that things like powerups and Yoshi are sprites too. And what if an enemy appears while you're in the pipe? Whoops, you're dead! |
Dylan Yoshi
Posts: 44/79 |
How about a set of blocks that act like exit enabled pipes after all the sprites on the screen are gone? For example, if there were three Goombas on the screen, and you defeated all of them, the Pipe would activate and allow you through. |