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

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koala_knight
Posted on 01-30-08 03:31 AM (rev. 5 of 01-30-08 08:13 PM) Link | Quote | ID: 75562


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oh. OK. Thanks for clearing that up!

Edit: tried, but trasm.exe isn't giving producing any files at all. Not sure why as everything seems to be put together correctly.

Edit2: I got the block made and inserted (thanks to boingboingsplat), but there's one glitch. It works correctly except that it also triggers the block if I fall through it, not just when I hit it from below. Could there be another setting I should use in Block Tool?

Buu-Huu
Posted on 01-31-08 12:58 PM Link | Quote | ID: 75729


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If you want to have the block just acting when you hit it from below, set all offsets to -1 except "Below Offset", that has to be set to 0.

koala_knight
Posted on 01-31-08 01:22 PM (rev. 2 of 01-31-08 01:22 PM) Link | Quote | ID: 75730


Buzzy Beetle
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It is set up that way. However it still triggers as I pass down through it for some reason. Maybe I have to set the "below offset" to something other than 0?

Bio
Posted on 01-31-08 05:05 PM (rev. 2 of 01-31-08 05:05 PM) Link | Quote | ID: 75743


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set it to -1 if you don't want it to trigger, this is the same for all other offset

koala_knight
Posted on 01-31-08 05:27 PM (rev. 5 of 01-31-08 06:18 PM) Link | Quote | ID: 75744


Buzzy Beetle
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But then it doesn't ever trigger. It needs to trigger if Mario is coming up from below.

I've been messing with the code pieguy gave me and the only thing that might work is a branch that test Mario's Y speed. I tried it with Mario's direction, but discovered the RAM address I was testing for is Mario's FACING direction, not his absolute direction. this is what I have:

PHA
LDA $7E0076 ;Mario's direction
CMP #$01 ;direction to check for
;00=right, 01=left,
BNE NoExecute ;branch if not equal
LDY #$01
LDA #$26 ;act like block 126
STA $1693
NoExecute:
PLA
RTS

I'm thinking this might work better:

PHA
LDA $7E007D ;Mario's Y speed
CMP #$yy ;speed to check for
BGE/BLT NoExecute ;branch if greater/less (not sure which yet)
LDY #$01
LDA #$26 ;act like block 126
STA $1693
NoExecute:
PLA
RTS

I need a way to make sure that Mario only interacts with the block from below.

Edit: This should be working...

PHA
LDA $7E007D ;Mario's Y speed
CMP #$80 ;Y speed to check for
;01-7F=falling, 80-FF=rising
BLT NoExecute ;branch if less than
LDY #$01
LDA #$26 ;act like block 126
STA $1693
NoExecute:
PLA
RTS

Only below offset is set to 0, all others are -1.

...but it isn't responding to Mario at all.

DarthRiko
Posted on 02-01-08 02:02 AM Link | Quote | ID: 75802


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I need someone to make me a custom block that acts like the sensitive brick (no-bounce) only it only breaks when touched by a sprite other than Mario.

koala_knight
Posted on 02-01-08 02:36 AM (rev. 2 of 02-01-08 02:44 AM) Link | Quote | ID: 75816


Buzzy Beetle
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I tried, but I could only get it to break the block Mario stood on whenever a sprite touched the sensitive brick. =(

"Huh?" indeed!

I switched the values around in Block Tool.

DarthRiko
Posted on 02-01-08 02:39 AM Link | Quote | ID: 75817


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huh?

pieguy1732
Posted on 02-01-08 03:16 AM Link | Quote | ID: 75832


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Assuming (from what you've said) how the sensitive block works, there are two options:

1. Change it so that it loads the sprite's position instead of Mario's.

2. Use a custom sprite instead of a block.

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DarthRiko
Posted on 02-01-08 03:39 AM (rev. 2 of 02-01-08 03:40 AM) Link | Quote | ID: 75838


Red Koopa
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Huh, no! What I want is:

1. A block pretty much like the sensitive block (no-bounce)

2. Doesn't break when Mario touches it

3. Breaks instantly when any other sprite does

Another good comparison would be the sprite breakable block, only different.


Wait, who are you talking to?

pieguy1732
Posted on 02-01-08 03:56 AM Link | Quote | ID: 75844


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Uh...what I mentioned would do that.

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DarthRiko
Posted on 02-01-08 04:32 AM Link | Quote | ID: 75852


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it is your number two I don't like. I want an actual block, not a sprite.

pieguy1732
Posted on 02-04-08 03:26 AM Link | Quote | ID: 76258


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I request a bullet bill that bounces off of walls (like the yellow one in YI, but only at 45-degree angles). I'd attempt it myself, but I don't know anything about custom sprites. D:

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Eymerich
Posted on 02-04-08 10:10 PM Link | Quote | ID: 76322


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wouldn't the diagonal fireball do the work if you change its graphics to the bullet's ones?

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koala_knight
Posted on 02-04-08 11:34 PM Link | Quote | ID: 76324


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Except you wouldn't be able to stomp it.

darklink898
Posted on 02-04-08 11:45 PM Link | Quote | ID: 76325


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Use mikeyk`s spikey ball and make it stompable.

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koala_knight
Posted on 02-05-08 03:49 AM (rev. 2 of 02-05-08 05:28 PM) Link | Quote | ID: 76346


Buzzy Beetle
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In case anyone wants it, this is the code that makes a given block act like one of the invisible ? blocks:

PHA ;PusH Accumulator
LDA $007D ;Mario's Y speed
CMP #$80 ;Y speed to check for
;01-7F=falling, 80-FF=rising.
BMI NoExec ;Branch if MInus
LDY #$01 ;act like block high byte
LDA #$26 ;act like block low byte (01+26=0126)
STA $1693
NoExec:
PLA ;PulL Accumulator
RTS ;Return To Sunroutine

Once again thanks to pieguy1372 for the initial code.
Also, thanks to Sukasa for his ass-kick tutorial.

Edit: Forgot to add all settings are -1 except below which is 0.

cosmo1215
Posted on 02-06-08 01:24 AM Link | Quote | ID: 76438


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My sprite request is a pipe dweling piranha plant that shoots multiple fireballs to mario direction, and if is possible that it is hide when mario is near of the pipe, and that it returns to leave when mario moves away.

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Eymerich
Posted on 02-06-08 03:53 AM Link | Quote | ID: 76449


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May I request too a shooter that spits a sprite with direction and speed similar to the fireballs shooted by the venus trap?
thx...

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DarthRiko
Posted on 02-06-08 05:00 AM Link | Quote | ID: 76460


Red Koopa
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I still need a custom sprite breakable block.
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Main - SMW Hacking - ASM Hack\Custom Block\Custom Sprite request thread New thread | New reply

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