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| Acmlm's Board - I3 Archive - - Posts by Kailieann |
| 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 |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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Step 1: Find a website that hosts files. This is a concept some people can't seem to grasp -- I'm not saying you're one of them, but I have seen it happen. In order to link to a file, you have to find a place on the internet to put them. That means a website, or file-sharing service. If in doubt, google "free file hosting". Step 2: Upload the file. Step 3: Find the address of the uploaded file. Step 4: Post a thread with a link. |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Seems to work. | |||
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| We had the sister discussion on the old board. I believe we settled on Luisa. | |||
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Actually, IIII is a Roman numeral. The abbreviated version (IV) was created by clockmakers, because IIII took up too much space on the clockface. | |||
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| I have yet to design any actual levels. So far I've only been doing feature tests. | |||
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| SMW Return to Dinosaur Land | |||
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Changing how a level behaves shouldn't be too difficult, depending on how you want to accomplish it. If you want to change things right in the middle of a level, that would be tricky, and we'd probably need more information on what you wanted to change.
But, there's the easier method of changing exits. Which, unfortunately, I don't know how to do yet. There's a blocktool block that supposedly can randomly change a screen exit, but I haven't been able to figure out how to do this in a controlled fashion. In either case, figuring out how to change the level is the hard part. Once that's done, setting up conditions is just a matter of LDA/CMP/BEQ (theoretically you could make layer 1 disappear when the player presses B, if you wanted) |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Graphic files don't have tilesets. They have raw image data. What you see is what you get. | |||
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| That's simple.
LDA $17 CMP #$F0 BNE #$05 LDA message (01 for message 1, 02 for message 2, 03 for yoshi rescued) STA $1426 RTS (edited by Kailieann on 12-02-05 07:06 AM) |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| ..........
That was the source. If you mean the raw hex code.. A517C5F0D005A9xx8D261460 Where xx is the number of the message you want to display. As for getting the hex code into a bin file, I'm afraid you'll have to learn how to do that yourself (here's a hint, open a hex editor, then copy/paste) |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| 1. Open Lunar Magic
2. Open help file (help->contents) 3. Select Overworld Editor Documentation heading 4. Select File Menu subheading 5. Select Title Screen subheading 6. Select Install Title Moves Recording ASM topic 7. Read |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Could it be adapted for LevelASM? LevelASM is executed before block code. | |||
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| I don't care much for the eagle-esque rendering filter you used on the screenshots. But, the rest looks good.
Next time consider posting unfiltered screenshots so we can actually see what the graphics look like. |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| 1. Open Lunar Magic
2. Open help file (help->contents) 3. Select Overworld Editor Documentation heading 4. Select View Menu subheading 5. Select Layer 1 Mario Paths subheading 6. Read |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Level -> Properties in header
Level modes 07, 08, 0A, and 0D are vertical |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| I haven't toyed around with these blocks very much yet, so I can't really tell how they're supposed to work. There are a few possibilities I can think of, though.
1. You're using the wrong block (Blocktool Block #93 is the correct one) 2. You have the block behavior set wrong in the Map16 editor (The block should be set to behave like #25) 3. The script branches incorrectly (If this is the case, open yc.bin in a hex editor and change offset x05 from D0 to F0) 4. The script doesn't work (If this is the case, then I can't help you..) |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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Originally posted by d4s Blasphemer. |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| Stop capitalizing every word. | |||
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| JSR/JSL address - Go to address and do stuff there
RTS/RTL - Go back to where the jump was |
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Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
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| I don't regard hex coding as superior, and the last thing I'd want is to 'keep it real'.
Hex is simply my personal preference. For now, anyways. But if I do decide to switch to an assembler, it'll be one I code myself. Only way I can make sure it'll assemble things the way I want it to. (edited by Kailieann on 12-05-05 07:33 AM) |
| 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 |
| Acmlm's Board - I3 Archive - - Posts by Kailieann |