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Main - SMW Hacking - ASM Hack\Custom Block\Custom Sprite request thread New thread | New reply

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Sukasa
Posted on 01-22-08 05:52 AM Link | Quote | ID: 74647


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Try my tutorial, I tried to aim it towards people like you. In the ROM hacking forum, IIRC.

andy_k_250
Posted on 01-22-08 06:36 AM Link | Quote | ID: 74650


Shyguy
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Posted by pieguy1372
I think he's talking about it permanently disappearing, not for just a short amount of time.


Exactly. I should have been more specific. I would love to see a sprite based on a P-Switch that permanently changes solid blocks to empty space, without playing P-Switch music.

Jesus01
Posted on 01-22-08 07:39 AM Link | Quote | ID: 74657


Micro-Goomba
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If the following post isnt a question or request, you should be worried.
________________________________________________________________
Posted by Sukasa
Try my tutorial, I tried to aim it towards people like you. In the ROM hacking forum, IIRC.

thanks, that helped alot. i actually did read that once a while ago, but this time i really tried hard and most of it makes sence. (i got confused once you started talking about loops and multiplication, but hey, it was better than when i was stumped at LDA lol)

i will say though, i have no plans of trying to rewrite the game engine, because honestly, thats just nuts, and I doubt that i could do something like that with my current knowledge. i will try to practice though, one day I may be that good i guess .

in the meantime, i would appreciate it a lot if someone did my request. it probably wont happen, but just saying, it would be awesome and nice and stuff

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boingboingsplat
Posted on 01-22-08 01:34 PM (rev. 2 of 01-22-08 01:35 PM) Link | Quote | ID: 74680


Giant Koopa
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Posted by andy_k_250
Posted by pieguy1372
I think he's talking about it permanently disappearing, not for just a short amount of time.


Exactly. I should have been more specific. I would love to see a sprite based on a P-Switch that permanently changes solid blocks to empty space, without playing P-Switch music.

You'd be better of using the on/off flag for that.

I can attempt it, but I can't guarantee anything.

Edit: I wouldn't be able to make it carryable, BTW/

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pieguy1732
Posted on 01-22-08 05:58 PM Link | Quote | ID: 74693


Ptooie
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Now is when a disassembly of the P-switch would be very useful...

If it was to be a block, I could do it, but it's not. D:

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andy_k_250
Posted on 01-22-08 08:22 PM Link | Quote | ID: 74707


Shyguy
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Forgive me for being an idiot, but what is the on/off flag?

If you would be willing to attempt it, that would be awesome, but I also don't want to burden you since I know you are just getting back into haxing TSOD.

If it is not too much trouble, though, I would love for you to make it, and it would actually be perfect if it is NOT carryable.

Either way, thanks!

boingboingsplat
Posted on 01-22-08 09:24 PM Link | Quote | ID: 74715


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Posted by andy_k_250
Forgive me for being an idiot, but what is the on/off flag?

If you would be willing to attempt it, that would be awesome, but I also don't want to burden you since I know you are just getting back into haxing TSOD.

If it is not too much trouble, though, I would love for you to make it, and it would actually be perfect if it is NOT carryable.

Either way, thanks!


Meh, I definitely won't be spending too time on it, its not a priority. So don't worry. It'd be more like a side project.

The on/off flag is triggered by the on/off switch block.

Also, I think it'd be easier to make if it functioned like a ?-block. IE, it would make the block(s) disappear when hit from below then change into a "used" block. Tell me if that's okay, because it would be a hell of a lot less trouble.

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andy_k_250
Posted on 01-22-08 09:58 PM (rev. 2 of 01-22-08 09:59 PM) Link | Quote | ID: 74719


Shyguy
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Honestly, I was just about to add an edit to my previous post clarifying that it would be best (for me at least) if it erased used blocks, or some other solid block that isn't Block 130 (the concrete block), or if it would at least be easy to edit which blocks the sprite erases (or changes into Block 25, whichever way it works).

I would really prefer that this sprite be triggered when touched/stepped on like a P-Switch, but if you can only make it like a [?] in function, I would be happy to at least have that. You're the one making it after all, so I really should be happy with what I get. But I would still definitely prefer a touchable/step-on-able sprite if that is a possibility, even if it comes down to just having to make it work something like an immobile Classic Goomba that can just be stepped on to trigger the effect.

Anyway, thanks again so much for offering to work on this. I really really really appreciate it.

Also, does your Giant Blurp still have that speed issue (where it goes at a normal speed one direction, but not the other)? Here is something smkdan helped me with that might help you too:

Posted by "smkdan"
XSPD has one byte for left and right and they move equally as fast, but they are stored differently for each direction. For the first byte, you would just throw in the x speed value you want. For the second byte though, you take the speed you want, go into MS calculator and set it to hex, byte mode. Start with 00 and subtract the speed you want for it. I chose 04; 00 - 04 = FC which is what you see in the second byte. If you wanted a speed of 12, it would be laid out as XSPD dcb $12 (00 + 12 = 12), $EE (00 - 12 = EE).

boingboingsplat
Posted on 01-22-08 10:03 PM Link | Quote | ID: 74720


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Hm, thanks for that info. *Goes to modify giant Blurp*

Also, you could have it erase any block you like if I use the on/off flag. You'd insert a block that's only passable while the flag is in the "on" position (which is included with block tool) then give that block an on/off animation with ExAnimation.

I'm going to make the ?-block one first so you'll have something and if I manage an accurate switch one, I'll give that to you.

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andy_k_250
Posted on 01-22-08 10:14 PM Link | Quote | ID: 74722


Shyguy
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So, would it have to use custom blocks? I was hoping to have it work with the game's existing blocks. I just want to make sure I get that straight before you do much work.

Posted by boingboingsplat
Hm, thanks for that info. *Goes to modify giant Blurp*

Also, you could have it erase any block you like if I use the on/off flag. You'd insert a block that's only passable while the flag is in the "on" position (which is included with block tool) then give that block an on/off animation with ExAnimation.

I'm going to make the ?-block one first so you'll have something and if I manage an accurate switch one, I'll give that to you.

boingboingsplat
Posted on 01-22-08 10:14 PM Link | Quote | ID: 74723


Giant Koopa
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Yes. I hope that's not an issue. :/

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andy_k_250
Posted on 01-22-08 10:32 PM Link | Quote | ID: 74724


Shyguy
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That will work - I just wanted to plan accordingly. Thanks again so much for doing this.

Just one more question - you mentioned using ExAnimation to make the On/Off graphics. I haven't used the On and Off blocks in Block Tool yet. Is it possible to have the On/Off blocks invisible when they are not solid and passable?

Anyway, thanks again!

DaKing
Posted on 01-23-08 03:46 AM Link | Quote | ID: 74755


Goomba
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I request sprites that make HDMA effect or something like that please.

tt87
Posted on 01-24-08 05:05 AM Link | Quote | ID: 74851


Leever
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since no-one even looked at my last request... i'll make another

does blocktool contain "reverse switch palace blocks" where they're solid when switch isnt pressed but outlines after it is?

koala_knight
Posted on 01-24-08 11:23 PM (rev. 4 of 01-26-08 06:48 AM) Link | Quote | ID: 74907


Buzzy Beetle
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Request please...

What I need is a goal sprite like the one built into SMW, but without vertical movement, it would use a 16x16 tile arrangement with 3 frames of animation, and it should award stars based on Mario's height instead of it's height regardless of whether Mario hits it directly or not.

Ultimately, it will be a substitute for the SMB1/2j goal flag.
That's what I need...or a disassembly of the original goal sprite to work with. =)

Edit: Seems Airsanio requested something much like this at the SMWC forum. Did anything ever come of that?

Edit2: I see that STARSW zip has a goal pole of sorts, but it has no config file! What's up with that?

andy_k_250
Posted on 01-25-08 05:15 PM (rev. 3 of 01-29-08 09:48 PM) Link | Quote | ID: 74954


Shyguy
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Is there anything I can edit to make Banzai Bills go behind objects with layer priority?

koala_knight
Posted on 01-29-08 06:24 AM (rev. 3 of 01-29-08 06:25 AM) Link | Quote | ID: 75435


Buzzy Beetle
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I have a simple request, please. I need to have an invisible block that sprouts a poison mushroom (sprite 85). I'd like some help with one block, even better if I could get the code needed to make such a block then i could make my own. Thanks!

pieguy1732
Posted on 01-29-08 08:06 PM Link | Quote | ID: 75490


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Here's some code that may help. Assuming that you used Lemetaal to change one of the blocks to a block that sprouts a poison shroom, and that "number" is the last two numbers of the block number of that block, this should work:

PHA
LDY #$01
LDA #$number
STA $1693
PLA
RTS


When inserting it in Blocktool, set all the offsets to -1 except for the below offset. In LM, set the "acts like" setting to 25. This means that the code will run only when it is touched from the bottom, and will act like tile 25 (the blank tile) otherwise.

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koala_knight
Posted on 01-30-08 02:10 AM (rev. 3 of 01-30-08 04:50 AM) Link | Quote | ID: 75552


Buzzy Beetle
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Cool! Thanks I'll give it a try asap!
One thing, though... where and how am I inserting that code?
I'm very novice. I don't even know what any of that ASM code means.

darklink898
Posted on 01-30-08 03:21 AM Link | Quote | ID: 75556


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You don't need to know. Just follow the instructions pieguy gave you and copy the code in notepad, save as .asm, then drag the file into TRASM.exe (comes with spritetool). TRASM.exe will make a SMC and a BIN file. Grab the BIN file and insert it with blocktool.

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