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05-15-24 12:39 PM
0 users currently in The Pit of Despair.
Acmlm's Board - I3 Archive - The Pit of Despair - Throw block sprite help! New poll | | Thread closed
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Hamtaro126

Red Goomba
stupid as as OSHT BAN


 





Since: 11-20-05
From: Hacktown, Usa

Last post: 6557 days
Last view: 6295 days
Posted on 12-13-05 10:08 AM Link
I Found some sprites that I was looking for, but
I needed the colors from the *''Throw block'' in SMW
and SMB3 That I need for some reason!

*: Just need colors only, nothing else!
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6296 days
Last view: 6295 days
Posted on 12-13-05 12:36 PM Link
since we on this topic, In smw I'm trying to spawn a throw block[sprite 53] using the Sprite Creation routine but, for somme odd reason, the sprite don't apear, but the Mario Fireball stop where the sprite is suppose to be,do that sprite require special setting or something like that?I've been trying to locate the code that the throw block use to make the sprite, but I didn't manage to find it


(edited by Bio on 12-13-05 11:37 AM)
(edited by Bio on 12-13-05 11:38 AM)
(edited by Bio on 12-13-05 11:45 AM)
(edited by Bio on 12-13-05 11:46 AM)
(edited by Bio on 12-13-05 06:04 PM)
Mattrizzle

Red Goomba








Since: 11-17-05
From: Louisville, KY, USA

Last post: 6593 days
Last view: 6593 days
Posted on 12-13-05 04:42 PM Link
Bio: The throw block sprite won't show up because it uses a timer to tell how long it stays on the screen. You'll have to find the RAM address for the timer and load to the address in your code.

Hamtaro: What about the colors do you want to know? I know that the sprite cycles through all of the sprite palettes, but is that what you wanted? I'm afraid you'll have to be more specific.


(edited by Mattrizzle on 12-13-05 03:48 PM)
(edited by Mattrizzle on 12-13-05 03:50 PM)
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6297 days
Last view: 6295 days
Skype
Posted on 12-13-05 04:53 PM Link
Good ol' find cheat thingies still works.

If you enter the secret area of Yoshi's Island 2 and pick up a block, it's timer will be stored in 7E1545, which probably means that it's stored in 7E1540+sprite number. (Marked as "Sprite spin jump death frame counter" in the ram map)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6296 days
Last view: 6295 days
Posted on 12-13-05 05:39 PM Link
thank, like I though it was using a special setting

Edit:I have tried to write FF to 7E1545 before jumping but It still don't work,there must be something else I need to do
Edit2:found the routine that throw block use,now just need to compare


(edited by Bio on 12-13-05 11:17 PM)
(edited by Bio on 12-13-05 11:18 PM)
(edited by Bio on 12-13-05 11:42 PM)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6296 days
Last view: 6296 days
Posted on 12-16-05 12:33 PM Link
Try 7F. It might be signed.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6296 days
Last view: 6295 days
Posted on 12-20-05 08:28 PM Link
sorry for the bump, but I run about another problem,whatever the position I give him,Its still apear in Mario's hand, I want the throw block to replace the moving coin when a fireball hit an enemy,do someone know what the problem?I also have tried to locate the sprite code using MWR but it lead to a RTS

P.S the special setting was to set his active statut to 0B insted than 08
also can this be moved back to adv. rom hacking there nothing basic about what we are talking about


(edited by Bio on 12-20-05 07:28 PM)
(edited by Bio on 12-20-05 07:35 PM)
(edited by Bio on 12-20-05 07:45 PM)
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