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Acmlm's Board - I2 Archive - - Posts by mikeyk |
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mikeyk Koopa Level: 18 Posts: 61/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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Glyph Phoenix: you're right when you asked if clearing the sprite table would do the job. RAM address 14C8 is the start of the sprite status table (8 bytes long). If you write 0 to any to these addresses it will destory the sprite in that slot... not just make it turn invisible, but destroy it completely. The only problem is that there's no death animation, and it looks a little odd for the sprite to be there one second and be gone the next. smwedit: I posted the earthquake routine on the board a long time ago. It's at SNES $0294C1 |
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mikeyk Koopa Level: 18 Posts: 62/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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UD: This block is the same as the one I posted earlier in the thread, but it clears all sprites from the screen. Try it out here. This block uses the MAP16++ routine by Kenny3900, so you must patch your rom using the Map16++ patch found here. For anyone concerned, the patch writes to the ROM addresses from 0xD0228 to 0xD038C (edited by mikeyk on 06-15-05 05:17 PM) |
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mikeyk Koopa Level: 18 Posts: 63/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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I don't know if this helps, but the throw blocks are sprite 5C. If you have done anything to modify that sprite, maybe with MWR, then that could be the culprit | |||
mikeyk Koopa Level: 18 Posts: 64/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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Maybe someone can answer this for me, as I haven't done a lot with blocks since I got into hacking SMW. Is there a simple way (maybe just a single address that I can write to) to make a block disappear. Something like the sensitive brick, but even more basic (I don't need the brick to break into 4 pieces, but rather just disappear) | |||
mikeyk Koopa Level: 18 Posts: 65/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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I think I'm gonna give the SMB3 style pipes a try tomorrow. To anyone who has tried in the past, what kinds of problems did you come across? If I hear some problems that have been encountered, hopefully I can try and avoid them. Anyone with tips, suggestions, encouragement let me hear ya. | |||
mikeyk Koopa Level: 18 Posts: 66/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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BMF: I believe the subroutine you're looking for is $00FA80. This is called at $01C128 if you needed to know | |||
mikeyk Koopa Level: 18 Posts: 67/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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ROM 0x30B57 is the location of one of the colors in the palette, you should be able to find the others immediately before/after | |||
mikeyk Koopa Level: 18 Posts: 68/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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smwedit: I've made some great progress on the SMB3 pipes, the turns are definitely included. There are a couple of things about the pipes that I want to redo and I have some bugs to work out, but it wont be long until they're done. I'm at my dad's house for until few days after father's day, and unfortunately I don't have any hacking stuff on his computer, but I'll resume work as soon as I can | |||
mikeyk Koopa Level: 18 Posts: 69/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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Hey guys, here's a little demo of the pipes I'm working on. The corner pieces aren't present yet but they are coming along nicely. I'm hoping some people will try this demo so I can work out the bugs before I go on. As soon as everything gets completed and tested I'll release all the files for blocktool for you all to use. pipes demo pipes demo 2 -Mario uses 'peace' pose -Controls unlock if time expires in the pipe -Pipes make exit sound pipes demo 3 -Reset tiles now go directly on pipes -Crossover tiles included -Enemies don't move while Mario is in pipe -Other bugfixes (edited by mikeyk on 06-22-05 06:34 PM) (edited by mikeyk on 06-24-05 03:46 PM) (edited by mikeyk on 06-24-05 03:46 PM) (edited by mikeyk on 06-24-05 04:10 PM) (edited by mikeyk on 06-24-05 06:37 PM) |
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mikeyk Koopa Level: 18 Posts: 70/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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I've addressed some of the problem that you guys have found, and posted a newer version of the patch in the original post... Smallhacker: I've fixed the problem with the controls being frozen after running out of time in the pipes. I also added a sound effect when you exit. Ikuzou: The glitch where yoshi looks at the screen while in a vertical pipe is a problem with the original SMW code. Try getting off yoshi and going down a regular exit pipe. I'll probably not do anything about this. I didn't understand you second comment, about yoshi being headless while mario is in a pipe. If you elaborate on that maybe I can fix it. smwedit: I will correct the problem of yoshi being able to enter a pipe backwards Darkflight: I've changed mario to use the ending pose (with the peace sign) rather than the regular pipe pose. The yoshi looking ahead glitch was mentioned by Ikuzou, so see above for my comment on that Pikachu025: I coded the reset tiles the way I did because I was just using a hex editor when I wrote them. It would have been a huge pain to code them otherwise because mario would be touching the entrance and reset tiles at the same time. Now that I'm using an assembler I think I'll be able to change that. When I release the pipes for block tool, it will be clearly how to use them (how to arrange tiles, limitations, etc.) Keikonium: Currently it's impossible to make the area in the screen you posted because of the was the reset tiles work, but as I mentioned above I may look into changing them |
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mikeyk Koopa Level: 18 Posts: 71/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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I've managed to eliminate the need for reset blocks on the tops of vertical pipes. I'm a little stumped on how to do the same for the other 3 types of exits, but I am working on it dark ludwig: yoshi looking at the audience and his head disappearing are glitches that are present in the original SMW. These problems could only be fixed by modifying the original code, not by anything with blocktool. The glitch of being able to go back up the pipe will be fixed when i manage to eliminate the reset blocks |
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mikeyk Koopa Level: 18 Posts: 72/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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Thanks for the suggestions, but I've already taken care of the problem. The reset tiles now directly touch the pipe rather than being a tile away. Entering the pipes looks a lot smoother, and the bug where you could go back up a vertical pipe is fixed. I'll post one last demo before I focus on the corner pieces, which would be done if it werent for yoshi. (edited by mikeyk on 06-23-05 08:45 PM) |
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mikeyk Koopa Level: 18 Posts: 73/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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on the topic of one way pipes... even easier than having a modified .bin file, you could just have the pipe not have a left/right cap. Just have a middle segment (which moves you but doesn't have an entrance enabled) that has the graphics of a cap. As for crossovers... I'm not exactly sure what you mean, but if it's an intersection that is a vertical pipe if you enter it one way, horizontal if you enter it another, then it's already taken care of. In the latest version all pipes use the same tiles other than the caps (edited by mikeyk on 06-24-05 03:52 AM) |
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mikeyk Koopa Level: 18 Posts: 74/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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This is the last demo that I'll put out until I have the corners done. Many bugs have been fixed, entering the pipes is more smooth, and there is support for crossovers. I've completely changed the reset tiles. Although I tested them, I'm sure you guys can find some new bugs. I've tried jumping off of yoshi and letting go of items while in the pipes and couldn't reproduce those problems with this version. If some of you still manage to do that, give me some details about how/where it happened. One thing I still haven't gotten around to fixing was being able to enter a pipe facing the wrong direction, but that will be taken care of eventually. demo 3 - temporarily down (edited by mikeyk on 06-24-05 04:10 PM) |
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mikeyk Koopa Level: 18 Posts: 75/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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pipes demo 3 I've reuploaded the 3rd patch. I found a bunch of problems right after I originally made it, but they've now been taken care of. Smallhacker: the time up bug should definitely be fixed. I had a branch with the wrong offset that caused the problem in demo 2 Pikachu025: the problem of falling through the pipe should be fixed these are a few issues that i haven't fixed yet but still plan on... -a row of pixels from yoshi's feet stick out the bottom of horizontal pipes if mario is big -part of yoshi's mouth is visible in vertical pipes if he is carrying something -yoshi can enter pipes backwards -any problems you guys find |
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mikeyk Koopa Level: 18 Posts: 76/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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yoshi's head will always disappear with the springboard cuz that's the way it is in the original game. I'll try and fix the problem with hitting A and down, and I never thought about winged yoshi, so i'll fix those up too. Also, I will be rewriting the reset tiles again since I've thought of a much better way that will work much better and allow an easy way to do one way pipes (edited by mikeyk on 06-25-05 03:28 PM) |
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mikeyk Koopa Level: 18 Posts: 77/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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UnsurpassedDarkness: Great post. You've tested a lot of situations that I hadn't even begun to think of. Good news is that nothing you mentioned sounds too difficult to fix. I'll get right on top of those glitches. | |||
mikeyk Koopa Level: 18 Posts: 78/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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Have the switch call the subroutine at $0294C1 | |||
mikeyk Koopa Level: 18 Posts: 79/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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if the block has this instruction you need the patch JSL $1A817A | |||
mikeyk Koopa Level: 18 Posts: 80/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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I also remember blocks that use map16++ crashing the game when you used them beyond the 3rd or 4th page of map16 tiles |
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Acmlm's Board - I2 Archive - - Posts by mikeyk |