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| Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| here the patch to disable the item box:link
For making Mario become super Mario insted than small Mario when hited while Fire/cape Mario, I've already make this for my hack, wait util I make and post the IPS BTW there a sticky for ASM hack request (edited by Bio on 01-24-06 11:49 AM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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Originally posted by TechokamiOriginally posted by Synthrax Probably to remove the item box since its change to EA, and due to the fact that the oppcode that make Mario small is a STZ $19, wich mean that you can't make Mario become big insted than small with simple hex editing BTW:I will try to fix the animation so when hited while fire/cape, It will do the puff of smoke(like it do in SMB3). I can't do it now since I'm on my school CPU |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| anyway, here the patch:link
Sadly, I didn't manage to get the smoke animation |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| Actually, I was trying to disasamble the subroutine for transforming in cape Mario(since its looking like the smb3 hurt smoke) but, I didn't manage to locate where is the code to make smoke appear (edited by Bio on 01-24-06 07:39 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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Originally posted by Techokami Good point, I will try to fix that tommorow Originally posted by Techokami yeah, it give me that nice feelling too |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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Originally posted by insectduelOriginally posted by ghettoyouth okay, now I want to specify something, what causing slowdown is blktool, more custom block = more slowdown, that because of the way it working, a fix is in progress, detail here the only reason why these pipe cause slowdown is because they take a lot of custom block |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| replace the second url by a /url
or use (edited by Bio on 01-26-06 05:51 PM) (edited by Bio on 01-26-06 05:52 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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Originally posted by andres I dunno why, but I love that star, aside from that, maybe adding more color would be nice, gray FG and white BG will become easly boring ![]() |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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Its looking very nice but, I would like to know what DARKSCRIPT is![]() |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| sorry for the waiting, I was quite busy because of school and all, I will try to do it as sooner as possible
Edit:finally did it here it go:link and for these who already aplied the old patch, here a updating patch:link (edited by Bio on 01-27-06 10:54 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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Originally posted by Kailieann QFT |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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Originally posted by Hamtaro126 I made a throw block that just never vanish, is it close of what you want, I never played Magical quest so I'm not sure:download BTW I want to specify something, the throw 'block' when grabbed become a sprite meaning that you 3rd request is a custom sprite one (edited by Bio on 01-28-06 01:36 PM) (edited by Bio on 01-28-06 01:36 PM) (edited by Bio on 01-28-06 01:38 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| I suggest giving a diffrent graphic to the chuck splitter block(even no graphic would be better that the blue stuff), If you going to do a crossover, you should get graphic from whatever game Ansem is from, like Forte.EXE did with MMBN graphic.
Also more screenshot would be nice BTW you can request ASM hack here |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| this is the most complete map16 tutorial that I found: link | |||
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| link to the overworld editing tutorial: link | |||
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| here another, most recent one link
I think its a good idea, people can't stop making idea thread thread (edited by Bio on 01-29-06 02:06 PM) |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| I think he was refering to a level that you will be able to change from light or dark world, like a cheaper version of the season planet in kirby superstar | |||
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| these stuff are old, let explain you why this happen:
Any sprite that get given a ASM pointer of 878E, and that don't normally use this pointer, will do that |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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| most of people here (and especialy newbie) don't know ASM, and you can do a lot of "good" stuff without ASM | |||
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 5908 days Last view: 5907 days |
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there is a even faster way, press F5 to export all the FG map16 and F6 to import them( It didn't work for tileset specific map16), and for the BG use F7 to export them and F8 to import them, and don't forget to press F9 to save after ![]() (edited by Bio on 02-01-06 05:35 PM) |
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| Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm |