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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Kailieann
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Kailieann

Koopa
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Posted on 10-14-05 06:19 PM, in Ran into another ASM wall Link
I did actually know about $17, but since it doesn't do anything when the d-pad or the B button is pressed, I ignored it and stuck with $15 (though I did know about the A/B thing, I just overlooked it).

Incidentally, as far as I can tell, $0DA2, $0DAA, $0DA4, and $0DAC also store controller input, though DA2 and DAA don't do the A/B thing. Maybe I should try using one of them instead.

As for Blocktool, I had Above and Below set to -1, because I only wanted it to work from the sides.

At any rate, the second one you provided seems to work (now I just have to figure out how to put in the actual code I wanted..), though I'm not sure I want the option of A being in there (I'll try one of the DAx offsets later).
The XBA one crashed the game for some reason.
It should be A5 15 EB A5 17 C2 20 CD 81 00 F0 05 A9 63 8D BF 0D 60, yes?
Kailieann

Koopa
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Posted on 10-15-05 03:52 AM, in Overworld Events Link
I'm afraid I can't help you with 1 or 3, but for 2, there are two sets of level tiles, the 'regular' ones and the invisible ones. The invisible ones will show up as transparent in LM's Overworld Editor.

There are two ways to deal with that. Either set the levels to be revealed on a certain event, then have another level activate that event, or replace the invisible ones with the regular ones (note that if you do this, all the level settings will be erased and you'll have to use the Modify Level Tile Settings dialogue to restore them manually).
Kailieann

Koopa
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Posted on 10-15-05 03:55 AM, in Lakitu and Spinies Link
Originally posted by SH※GU※
Stickys are more important than everyone thinks.


They're also much more cluttered than some people think. And seeing as this board lacks the ever-useful 'search' function, finding what you're after can become rather diffucult.

It might be wise, every so often, to go through the sticky threads, copy all the relevant information, lock them, and post new ones.
Kailieann

Koopa
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Posted on 10-15-05 04:05 AM, in SMW: The Untold Story. Link
All this emphasis on ExGFX.
I think for my second hack I'll stick with just the original graphics, so I can demonstrate that, while a nice touch, ExGFX aren't necessary for a good hack.

Big words, considering that technically I haven't really started my first hack yet.
Kailieann

Koopa
Level: 11

Posts: 45/106
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Since: 10-09-05

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Posted on 10-15-05 04:22 AM, in Two events? Link
So, I'm looking at the original SMW Overworld map, about to start making some changes, to test whether or not you can use one event to make changes to two different submaps.

When it occurs to me.. SMW already does that with the Yellow Switch Palace (and, upon more thought, several other areas as well).

At any rate, I pageup through the events, and I discover that they actually aren't the same event. Creating the path to the Palace on Yoshi's Island is event one, and revealing the Palace is event 2.
But they're both activated by the same exit in the same level.

Can anyone shed some light on this? I'm confused..
Kailieann

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Posted on 10-15-05 04:31 AM, in Two events? Link
Oh.
Right.
That.
Kailieann

Koopa
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Posted on 10-15-05 10:22 AM, in Tileset specific enemies? Link
I've seen a few hacks (most notably Demo World TLC) wherein the sprites of certain enemies will change depending on what level you're in (eg: Goomba to Shyguy, Thwimp to Bouncing Block). Is there a tutorial on how to accomplish this somewhere, or is it a trade secret?
Kailieann

Koopa
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Posted on 10-15-05 10:49 AM, in Ran into another ASM wall Link
Okay. I've tried again, this time incrementing the coin counter so I can get a clearer picture of what's going on.

And, again, it doesn't work on the left side, and it completely ignores the B button.
But at least now I know it only works while I'm holding right.

What I have now is this:
AD xx xx 35 81 C5 81 ?? 07 AD BF 0D 1A 8D BF 0D 60

with xxxx being either 1500, A20D, or AA0D, and ?? being either D0 or F0 since I still can't keep my branch statements straight.

For reference:

LDA $xxxx ; Load one of the control addresses to the accumulator
AND #$81 ; Checks to see if Right+B is pressed
CMP #$81 ; Sets z-flag if Right+B is pressed
BNE/BEQ #$07 ; Skips the next 7 instructions
LDA $BF0D ; Load Coins to the accumulator
INC ; Increase accumulator by 1
STA $BF0D ; Store accumulator to Coins
RTS ; Exit

And blocktool offsets:
Below/Above/Sides: 0
Spr UD/SprLR/Cape/Fireball/Reloc: -1

Map16 Number 512 (0x200), behavior: 130

As far as I know, this should work. But it doesn't.
Can anyone see anything I'm missing? Can someone test to see if they get the same results?
And can someone please find out what the hell is making it not work from the left side of the blocks, because that is just mind-boggling.

I tried putting a cement block (130) above and to the right of the blocks in question, and for some reason nothing happens when I'm right up against it, either.
The only thing I can figure is that somehow block 130 (and all blocks that act like it) somehow block scripts when you're right against their left edge.

Which makes absolutely no sense, but then neither does anything else about this.


(edited by Kailieann on 10-15-05 01:49 AM)
(edited by Kailieann on 10-15-05 02:05 AM)
Kailieann

Koopa
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Posted on 10-15-05 12:16 PM, in Custom Block Graphics Link
Most of the sprites that you can be put into the reserve box via blocks are glitched, as they were never meant to be used in that manner.
The only way I know of to fix it is to manually edit the tiles.
Kailieann

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Posted on 10-15-05 08:02 PM, in Ran into another ASM wall Link
It would be helpful if information about things like the addressing modes were in, say for example, one of the stickies. Or the help file from Glyph's sticky.

Then again, most of the stickies are so bogged down with extra posts that I can't get through most of them anyways.

It works now, though I assume you'd already guessed that. Clearly incrementing the coins every frame isn't what I had in mind (like I said, the coins were only to test the rest of the code), though I find it extremely interesting that doing so can make the coin counter go past 99 all the way up to P5. I guess the whole 1-up thing doesn't actually have anything to do with the number of coins you have.

-----

Okay, anyone know of a way to check and see if a button was just pressed, rather than being held?

I tried out the following script using 7E0016 to see if I could increment the coins every time down was pressed, but nothing happened.

AD 16 00 29 04 C9 04 D0 07 AD BF 0D 1A 8D BF 0D 60

LDA $1600 ; Load 1-frame control data to accumulator
AND #$04 ; Check to see if down is pressed
CMP #$04 ; Set z-flag if down is pressed
BNE #$07 ; Skip to end if z-flag is not set
LDA $BF0D ; Load coins to accumulator
INC ; Increase accumulator by 1
STA $BF0D ; Store accumulator to coins
RTS ; End

Thoughts, anyone?


(edited by Kailieann on 10-15-05 01:51 PM)
Kailieann

Koopa
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Posted on 10-15-05 08:08 PM, in Super mario world Super land. (Fake Hack with poorly edited images) Link
Originally posted by Smallhacker
The hack contains 100 levels? That's odd, since SMW can't have more than 95 levels.


Here's a thought. Make a generic entrance level that leads to the rest of the level, then smother the entrance point with a block script that changes the screen exit depending on Mario's overworld position.
Heck, if you got really creative, you could probably have one entrance level on the overworld that leads to 500 different levels.

Of course, you wouldn't be able to make much use of overworld events if you did that, but oh well.
Kailieann

Koopa
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Posted on 10-15-05 08:13 PM, in Sorry if this has been asked... Link
There are several time-limit blocks. I don't believe 50 is one of them, but you can edit one of the existing ones to suit your needs.
Kailieann

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Posted on 10-15-05 08:33 PM, in Sorry if this has been asked... Link
153 (Low-Time Block) is only passable when the time is less than 100 seconds.
Admittedly, that's not quite what you were after, but it's a start.
Kailieann

Koopa
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Posted on 10-15-05 09:21 PM, in Super Mario World NES Link
PM I believe is Paper Mario
Kailieann

Koopa
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Posted on 10-15-05 09:30 PM, in Block to change Mario's image? Link
It should be as simple as A9 ?? 8D E0 13 60, but for some reason it won't work. Has anyone else tried this? Is there another address that needs to be used?
Changing 7E130E using ZSNES's cheat function works fine, I don't get why it wouldn't work with blocks.

Unless Mario's image is being constantly written by the game's normal code, and ZSNES can override it but blocks can't.

Any thoughts?
Kailieann

Koopa
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Posted on 10-15-05 09:58 PM, in Waterfall Link
See, it would be extremely helpful if you didn't have to browse through the memberlist to find some obscure profile in order to search the board.
Also note that his search function is just google, and that google isn't that reliable when it comes to searching forums.

And again I say that the stickies seriously need to be cleaned out. There are too many random posts with no useful information, which makes it near impossible to find what you're looking for.
Kailieann

Koopa
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Posted on 10-15-05 11:44 PM, in Copying palette problem . . Link
Level -> Change Palettes and Edit Colors
Kailieann

Koopa
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Posted on 10-16-05 04:24 AM, in Intro level number Link
C7 if you mean the title screen level, C5 if you mean the introductory level.
Kailieann

Koopa
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Posted on 10-16-05 01:31 PM, in Block to change Mario's image? Link
Well, it may have something to the fact that I didn't use LevelASM.
In fact, I'm not entirely certain what LevelASM is.

Furthermore, a google search for LevelASM turned up one result, on a Chinese page.
I was just using a block.
Kailieann

Koopa
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Posted on 10-16-05 08:11 PM, in Block to change Mario's image? Link
Well, obviously this is going to come in very handy, but I had wanted to change Mario's image for a few frames as a result of coming into contact with a 'generic' block, and I'm not entirely sure how this will help with that.
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Acmlm's Board - I2 Archive - - Posts by Kailieann


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