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0 users currently in SMW Hacking. |
User | Post |
HyperHacker Posts: 1545/5072 |
Well if you use it in a lot of levels, yeah. Or hell, you could tack it on to LevelASM's code itself. |
C:/xkas bio.asm Posts: 485/1209 |
Originally posted by HyperMackerel using the level loop will be better, exept if you only want the block to be fixed in a specific level |
HyperHacker Posts: 1542/5072 |
I bet you could do #3 with LevelASM. Grab the current character byte and store it in some unsued place. If the byte being stored doesn't match the one already there, reload the graphics. |
Smallhacker Posts: 431/832 |
My patch updates the graphics during the fade to black on the overworld map when the game switches character. (In fact, it changes right after the character byte has been changed.)
There are three possible solutions. 1) Add the DMArio code to the character switch block. (Probably the easiest solution) 2) Patch the main level routine to update the graphics every frame. (May cause slowdown. I'm not sure how fast DMA is.) 3) Patch the main level routine to check if the character has been switched since the last frame. If so, update the graphics. If nobody wants to do it, remind me in a week or so. (I've got a project for school which I have to get done on time, and I've got a lot left to do.) |
Chaos Force Posts: 772/1056 |
I noticed that the Blocks that can change you into Mario or Luigi aren't exactly compatiable with the separate Luigi graphics patch. All it really seems to do is just change the pallettes...any way to fix this? |