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Acmlm's Board - I3 Archive - SMW Hacking - ASM hacks / Custom Blocks / Custom Sprites Requests New poll | |
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icegoom

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Since: 03-06-06
From: United States

Last post: 6320 days
Last view: 6320 days
Posted on 08-14-06 02:59 AM Link | Quote
Originally posted by Nintendude88
Does anybody have items, ? blocks, breakable blocks, and coins ripped from SML2?
It would be helpful.


The Spriter's Resource is your friend.
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

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Last post: 6313 days
Last view: 6312 days
Posted on 08-14-06 09:00 AM Link | Quote
Originally posted by Nintendude88
Does anybody have items, ? blocks, breakable blocks, and coins ripped from SML2?
It would be helpful.

ASM Hacks != Graphics

Custom Blocks != Graphics

Custom Sprites != Graphics
SM_Gamer

Micro-Goomba


 





Since: 11-18-05

Last post: 6385 days
Last view: 6316 days
Posted on 09-03-06 11:55 AM Link | Quote
I don't know if this has been done before, but could someone make a custom block that changes Mario's position on the overworld when touched in a level? After thinking about it, I came to recognize the easier and much simpler method of one-way overworld pathways with overworld location changing blocks than with the old method of removing one layer 1 pathway, which would take a lot of testing just to get right.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6320 days
Last view: 6320 days
Posted on 09-19-06 09:01 PM Link | Quote
This is probably something that'd be pretty simple to do, but I have no idea how to create my own custom blocks... Can someone make me a block that hurts Mario unless he is riding Yoshi or he has a star? There are blocks that came with blocktool that can do one or the other, but not both.
Kailieann



 





Since: 11-18-05

Last post: 6312 days
Last view: 6312 days
Posted on 09-20-06 12:05 AM Link | Quote
Originally posted by icegoom
This is probably something that'd be pretty simple to do, but I have no idea how to create my own custom blocks... Can someone make me a block that hurts Mario unless he is riding Yoshi or he has a star? There are blocks that came with blocktool that can do one or the other, but not both.


AD9014C900D00BAD7A18C901D00422B7F50060

That should work.
I think.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6320 days
Last view: 6320 days
Posted on 09-20-06 06:58 PM Link | Quote
Thanks. I'm sure that code's probably right, but the block freezes the game up whenever I touch it. I didn't really know what I was doing inserting the block into the game, so I probably screwed up somewhere...

All the information I could find on blocktool was about how to insert ready-made blocks, which I already know how to do. Here's the steps I took to get the block into the game. Can anyone spot what I did wrong?:

I opened one of the .bin files that came with blocktool in a hex editor and overwrote the data with Kalieann's values, then saved it as a new .bin file, "noyoshistarhurt.bin." I stuck that in blocktool's folder, opened blocktool, went to "Edit Block Data," and used the arrow to go to the end of the list.

I used the plus sign to create a new block, numbered it 351, and in the "Asm File Name" I typed in "noyoshistarhurt.bin." I didn't know what to put in all offset spaces, so I looked at the "No Yoshi Hurt" block and copied its values: 88 for Below, Above, and Sides offsets, and -1 for Spr UD, Spr LR, Cape, Fireball, and Reloc.

I saved the new block with the check mark, then added block 351 to the main list. I inserted it into the game as Map 16 number 522. (208 in hex)

Be patient with me if I did something incredibly stupid. I just can't find any documentation on how to do this sort of thing.
Kailieann



 





Since: 11-18-05

Last post: 6312 days
Last view: 6312 days
Posted on 09-20-06 07:22 PM Link | Quote
Originally posted by icegoom
I didn't know what to put in all offset spaces, so I looked at the "No Yoshi Hurt" block and copied its values: 88 for Below, Above, and Sides offsets, and -1 for Spr UD, Spr LR, Cape, Fireball, and Reloc.


That 88 should be 0 (or is it 1? Jonwil really should've put this in the readme..), and Reloc may as well be empty.
The offsets tell blocktool where in the block's script to find the appropriate code for all the different types of interactions (-1 makes it use the default Map16 settings).
Since there's no offset 88 in the code I provided, when you hit the block the game zoomed right past the block code into something else. Probably a huge chunk of whitespace.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6320 days
Last view: 6320 days
Posted on 09-20-06 08:21 PM Link | Quote
I figured it was probably those offsets. I should have played around with more values, I guess.

OK, so it works now, and I feel like an idiot for not clearly expressing what it was that I wanted. This block hurts Mario unless he has a star or he has is star while riding Yoshi. What I actually wanted was a block that will not hurt Mario while riding Yoshi regardless of invincible status. It's a thorny obstacle that Yoshi should be able to walk right up against without Mario shrinking but Mario should also be able to touch it and stand on top of if he has a star. A normal black piranha allows Yoshi to walk atop it, but will shrink Mario if Yoshi brushes against its side. The No Yoshi hurt block that comes with Blocktool will allow Yoshi to touch it from any side, but will hurt invincible Mario if he tries to walk on it. The block I want would combine the two.

Sorry for inconveniencing you to make me the block and explain how to use it, Kalieann. I'm not going to demand that you correct it to do what I actually wanted. (Although it'd still be nice to have it)
Kailieann



 





Since: 11-18-05

Last post: 6312 days
Last view: 6312 days
Posted on 09-20-06 09:01 PM Link | Quote
No, entirely my bad. I screwed up the branch statements.

Change AD9014C900D00BAD7A18C901D00422B7F50060 to AD9014C900D00BAD7A18C901F00422B7F50060.
That should fix it.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6320 days
Last view: 6320 days
Posted on 09-21-06 06:22 AM Link | Quote
Oh thanks, that fixes it. The block works pretty well most of the time, but occasionally it'll still hurt Mario when he's riding Yoshi. I'm really not sure what I'm doing differently when it hurts. It seems pretty random.
Kailieann



 





Since: 11-18-05

Last post: 6312 days
Last view: 6312 days
Posted on 09-21-06 08:19 AM Link | Quote
hm. Apparently the 'riding yoshi' flag also stores Yoshi's direction.
Okay, try AD9014C900D00BAD7A18C901900422B7F50060

If that doesn't work, I'm almost certain this will:
AD9014C900D00BAD7A18C900D00422B7F50060
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6320 days
Last view: 6320 days
Posted on 09-21-06 06:09 PM Link | Quote
Both of those made it so that the block always hurt Mario on Yoshi, so I tried combining them into 00 90, and it seems to work perfectly now. Thank you so much for all the work you put into this.
Kailieann



 





Since: 11-18-05

Last post: 6312 days
Last view: 6312 days
Posted on 09-21-06 07:14 PM Link | Quote
*blinks very slowly a few times*

But that's..
branch if.. less than zero...

*shakes head* ASM is crazy.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6313 days
Last view: 6312 days
Posted on 09-21-06 07:20 PM Link | Quote
Originally posted by Kailieann
*blinks very slowly a few times*

But that's..
branch if.. less than zero...

*shakes head* ASM is crazy.

no, D0 is BNE wich branch if the zero flag is clear, also those C9 00 are useless


(edited by Water Bio on 09-21-06 10:29 PM)
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6358 days
Last view: 6358 days
Skype
Posted on 09-21-06 10:01 PM Link | Quote
Here's an idea. A multiple coin block that gives you a mushroom when you've collected 10 coins. Preffered that it stopped if you took too long to collect the coins.


(edited by ibz10g on 09-25-06 09:48 PM)
Kailieann



 





Since: 11-18-05

Last post: 6312 days
Last view: 6312 days
Posted on 09-21-06 10:57 PM Link | Quote
Originally posted by Water Bio
Originally posted by Kailieann
*blinks very slowly a few times*

But that's..
branch if.. less than zero...

*shakes head* ASM is crazy.

no<_<, D0 is BNE wich branch if the zero flag is clear, also those C9 00 are useless:P


Yes, D0 is BNE. What does that have to do with the BCC in the code used?
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6313 days
Last view: 6312 days
Posted on 09-21-06 11:26 PM Link | Quote
D'oh, I misread your post, I thought you were refering to this code
AD9014C900D00BAD7A18C900D00422B7F50060
but you were refering to this one
AD9014C900D00BAD7A18C901900422B7F50060

but even in the later, you are comparing with 01,
meaning the carry flag will only be cleared if the value
is 01 or 00, so it is 'branch if less than 02' and not 00


(edited by Water Bio on 09-21-06 10:26 PM)
(edited by Water Bio on 09-21-06 10:26 PM)
(edited by Water Bio on 09-21-06 10:27 PM)
(edited by Water Bio on 09-21-06 10:27 PM)
(edited by Water Bio on 09-21-06 10:29 PM)
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6325 days
Last view: 6312 days
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Posted on 09-21-06 11:28 PM Link | Quote
Can anyone make me a block that is only passable if Mario is holding something? I got half of it to work, but when he isn't holding something, it crashes.
Kailieann



 





Since: 11-18-05

Last post: 6312 days
Last view: 6312 days
Posted on 09-21-06 11:38 PM Link | Quote
Bio: I was referring to the final code he ended up using, which was CMP 0 BCC, not my original.
And I haven't had a chance to play around with how different opcodes affect the processor flags yet. I know how CMP works, so that's what I use.

Sparx: It would help if you posted the code you already have, so we can see what's wrong with it.
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6358 days
Last view: 6358 days
Skype
Posted on 09-25-06 09:15 PM Link | Quote
Blocktool has the block that I need, but it doesn't seem to work right.

It's the block that acts like a ? block with a springboard inside. It's set to act like the cement block. It's graphics are set to those of the ? blocks, and since it changes into the next block in the Map16 data, I set the next one to a brown "used" block.

My dillema, however, is that the block shows up invisible. It is still there, and you can walk on it/be stopped by it. When you hit it from below, the column of tiles above it gets glitchy for a second, and Mario dissapears, then the springboard appears on top of a brown block with Mario on top of it. Note, as I said, he was below it. What is this all about?

Also, I'm looking for a block that kills Mario unless he is fire Mario.


(edited by ibz10g on 09-25-06 09:48 PM)
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