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Acmlm's Board - I2 Archive - - Posts by Kailieann |
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Kailieann Koopa Level: 11 Posts: 1/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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As long as we're on the topic of Blocktool, I have a fairly specific request. Could anyone tell me how to create inverted switch blocks? As in, Yellow/Green/Red/Blue switch blocks that start out active, then become hollow when the switch has been pressed? |
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Kailieann Koopa Level: 11 Posts: 2/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Correct me if I'm wrong, but wouldn't that overwrite the normal switch blocks? I don't want to replace them. I want both. |
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Kailieann Koopa Level: 11 Posts: 3/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Hence Blocktool. You make a block that acts like concrete if the switch is unpressed, and acts like thin air if the switch is pressed. It shouldn't be that difficult, I just don't know enough assembly to do it myself. |
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Kailieann Koopa Level: 11 Posts: 4/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Actually the easiest way would be to put a Goomba on top of it. | |||
Kailieann Koopa Level: 11 Posts: 5/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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This is a pretty good program, but please, for the love of god, add a zoom function. I'd like to see the overworld editor go up to at least 4x | |||
Kailieann Koopa Level: 11 Posts: 6/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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I don't think events are the problem. Three of the star tiles in the normal SMW rom have N/A events (and a bunch of places that theoretically should have paths don't have paths, which just confuses me) I'd reccommend starting a new game. If trying to go through all the levels again is too time-consuming, just drop a goal sphere on the entrance screens. Great for debugging. |
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Kailieann Koopa Level: 11 Posts: 7/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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I have an idea, but the problem is that in order for it to work properly, it would require the ability to change Mario's overworld position depending on how he exits a level. Now, I'm assuming this would involve an amount of assembly. Could someone give me an idea as to how much? |
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Kailieann Koopa Level: 11 Posts: 8/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Right, Mario World has a two player mode. I keep forgetting about that. Well, guess I'll just have to test it and see what happens. |
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Kailieann Koopa Level: 11 Posts: 9/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Moving both isn't what I'm after. The flag is a good idea, but the memory map doesn't say which values are for which characters. Fortunately I know how to find that out for myself (0=mario, 1=luigi) As for how to move Luigi a quick 2 player game pulled out the Luigi addresses I'd need: 7E1F12: Current map 7E1F1B: Xpos 7E1F1D: Ypos *wonders vaguely if anyone's already made Mario/Luigi-only blocks or blocks that turn Mario into Luigi* --- Okay, apparently changing the position isn't enough for what I want. There seems to be some kind of identifier for what level or whatever Mario is on, too. Which makes sense, but I have no idea how to find it.. (edited by Kailieann on 10-10-05 04:23 PM) (edited by Kailieann on 10-10-05 04:27 PM) (edited by Kailieann on 10-10-05 06:45 PM) |
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Kailieann Koopa Level: 11 Posts: 10/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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It seems as though, at this point, the result I desire is beyond my current capabilities. Not surprising, seeing as I've never done this before. Well, if someone figures how to manage this properly, let me know. For the record, for testing, I was using the following: LDA $B30D ; Load character state to accumulator CMP #$00 ; Compare with 0 (Sets Z-flag if current character is Mario) LDA #$06 ; Load 6 (Star Road) to accumulator LDX #$28 ; Load 28 (x-pos of the 'Donut Island' star) to X LDY #$D8 ; Load D8 (y-pos of the 'Donut Island' star) to Y BNE 09 ; Skip the next 9 bytes if Z-flag is not set STA $111F ; Write accumulator to Mario's overworld state STX $171F ; Write X to Mario's overworld x-pos STY $191F ; Write Y to Mario's overworld y-pos BEQ 09 ; Skip the next 9 bytes if Z-flag is set STA $121F ; Write accumulator to Luigi's overworld state STX $1B1F ; Write X to Luigi's overworld x-pos STY $1D1F ; Write Y to Luigi's overworld y-pos ;; The next four I added after the original tests failed LDA #$50 ; Load 50 to accumulator STA $EA1D ; Write 50 to 7E1DEA (activates event 50) LDA #$FF ; Load FF to accumulator STA #9314 ; Write FF to 7E1493 (ends level) RTS ; Return from subroutine Which, in hex, broke down to this: AD B3 0D C9 00 A9 06 A2 28 A0 D8 D0 09 8D 11 1F 8E 17 1F 8C 19 1F F0 09 8D 12 1F 8E 1B 1F 8C 1D 1F A9 50 8D EA 1D A9 FF 8D 93 14 60 What this resulted in was: When Mario touched the block, the map screen changed to the Star World submap, but Mario did not appear on said submap, and the level in the corner still read as whatever level the block had been placed in (I alternated between Yoshi's House and Yoshi Island 1), and when I hit A, I wound up with one of those endless bonus games. I tried putting a goal sphere in the corner, but it didn't show up. Next time I'll set the timer to 1, see if that can get out of there. As for Luigi, well. Nothing happened for him. Though at one point I did manage to get him going up to the Yellow Switch Palace without creating the path, first. Hmm.. maybe there's a way to use custom blocks that could trigger multiple events when you exit a level. There are three possibilities that I can see. Either I screwed up the assembly for the block (hey, my specialty is php. Gimmie switch($B30D){} and I'll whip this bastard into shape). Or, I screwed up the block itself. Which, to be fair, has more to do with the fact that I can't find any documentation on what the different offset values mean. I tried -1 and 0, they both failed. Or there's another, undiscovered value in the RAM that defines which level Mario/Luigi is standing on. Either way, I can't get it to work, so I'll just work around it. For the record, if anyone's interested, I was planning on making a 'Pipe Road' level to replace Star Road, which would feature a series of pipes, each leading to a different place on the overworld (or submaps), thereby freeing up the Star Road submap and all those levels that are being wasted by the stars. Which isn't a problem with pipes, seeing as they all use level 0, so I can use a corner of the Overworld for the different pipes instead, but I still think it would've been cooler to do it through a level. |
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Kailieann Koopa Level: 11 Posts: 11/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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As I recall, the goal sphere doesn't trigger the animation. You could try using that instead of a regular goal. You could probably even hide it behind something. There's an idea. An invisible, passable block that makes sprites behind (or in front of) it invisible... |
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Kailieann Koopa Level: 11 Posts: 12/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Does anyone know how to change the pointers for what gets shown next to the saves at the start? As in: Mario A ... $1 Mario B ... $2 Mario C ... $3 I'd like to replace them with something else. Also, does anyone know how the game tracks which save is in use? And if someone could provide a few known unused RAM addresses that I can store custom data in, I need at least five, please and thanks. |
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Kailieann Koopa Level: 11 Posts: 13/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Okay. So now I know where the data is. How do I make it point to somewhere else? As in, instead of loading 1F2E when the player saves the game, how would I make it load, say, 7EC100 instead? |
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Kailieann Koopa Level: 11 Posts: 14/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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The Chelsea code changes the program's icon. Far as I can tell, that and the status message are it. | |||
Kailieann Koopa Level: 11 Posts: 15/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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With regards to the numbers, yes. As for the question, perhaps a step-by-step explanation of what you're doing will help us figure out where you're going wrong. |
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Kailieann Koopa Level: 11 Posts: 16/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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*shrug* could use more work, but for five minutes it's not that bad. I think. | |||
Kailieann Koopa Level: 11 Posts: 17/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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Just because it's got a following doesn't mean you have to keep it in. It's your hack, after all. I'm probably going to drop 2P support from mine, assuming I can figure out how. |
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Kailieann Koopa Level: 11 Posts: 18/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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I have a couple of blocks I want to have for the hack I'm working on, but I figured I'd see if anyone's already made them, or if they'd be willing to lend a hand in making them. A ? block that puts a key into your item box A ? block that puts a bob-omb into your item box Character change block (like the Mario/Luigi blocks 183/184 in Blocktool, but switches back and forth between them) Top/Bottom Wrap blocks (like the Left/Right Wrap blocks 328/329 in Blocktool, but for horizontal levels) End Level block that plays the boss defeated music instead of the normal level end music Breakable block that can only be smashed from above by Yoshi with a yellow/flashing shell (or yellow Yoshi with any shell) Breakable block that can only be smashed by an exploding bob-omb A block that makes something appear (like how the switches in the switch palaces make sprites of the [ ] and [!] appear in the text box) (edited by Kailieann on 10-11-05 07:16 PM) (edited by Kailieann on 10-11-05 07:34 PM) |
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Kailieann Koopa Level: 11 Posts: 19/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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1. Thanks 2. Could be. 3. Indeed. Just thought I'd see if anyone else had already done it, save myself some trouble. 4. Shouldn't be too difficult. It just needs to change Mario's Y position. 5. I've not tried toying around with music yet, but yeah, I figure it'd be easy enough. 6. If there's a single RAM address that stores what power Yoshi has then it should be easy enough. If not, then it should be possible with a bunch of branch statements to check what Yoshi is being ridden and what's in its mouth. 7. There's an instant bob-omb explosion block on the page, I could try adding the block smash code to that. 8. When you step on the switch palace switches, a message pops up saying that it will turn the empty switch boxes into the normal ones, but the switch boxes it shows aren't part of the message itself, they're sprites that (I assume) were put there by the switch. I'd like a block that can do the same, only with a sprite of my chosing. (edited by Kailieann on 10-11-05 08:13 PM) (edited by Kailieann on 10-11-05 08:16 PM) (edited by Kailieann on 10-11-05 08:18 PM) (edited by Kailieann on 10-11-05 08:23 PM) |
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Kailieann Koopa Level: 11 Posts: 20/106 EXP: 5320 For next: 665 Since: 10-09-05 Since last post: 2 hours Last activity: 2 hours |
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It shows up in the status bar when you press page-up/down |
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Acmlm's Board - I2 Archive - - Posts by Kailieann |