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koala_knight
Posted on 01-24-08 01:29 PM, in Need help finding SMB ExGFX (rev. 2 of 01-24-08 01:29 PM) Link | Quote | ID: 74863


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Either way works just fine for me. Only issue I run into is sometimes the palettes are off, whatever.

koala_knight
Posted on 01-24-08 03:20 PM, in Problem with custom piranha plants' stem palette... (rev. 4 of 01-24-08 10:45 PM) Link | Quote | ID: 74867


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Awesome! Thanks, boing! I suspected that was the value I had to change but was unsure because it didn't match the palette value in LM.

I did sort of find a fix for the fireball thing.

I changed this:
Y_SPEED dcb $00,$F0,$00,$10

To this:
Y_SPEED dcb $00,$E8,$00,$18

And to this for a short stem piranha:
Y_SPEED dcb $00,$EC,$00,$14

Edit: Also, when placing the piranhas in LM it goes 1 block lower than normal.

Edit: The only thing is it could potentially cause another bug. On the very rare occasion that there is a short mid-air pipe with ?/turn/smashable blocks capping the bottom AND it's placed in such a way that Mario can hit the blocks from below, there is a chance that Mario will be able to kill the plant with a block hit just before it disappears.

koala_knight
Posted on 01-24-08 10:33 PM, in [?] Super Mario Bros. - The Wicked Star Story Link | Quote | ID: 74902


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Very nice. I commend you on your use of custom sprites. The new Flying Hammer Bro look good too.

koala_knight
Posted on 01-24-08 10:41 PM, in Problem with custom piranha plants' stem palette... Link | Quote | ID: 74903


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Both of them.

Increasing the speed at which they move up/down increases the distance that they go. So the long ones end up moving 3 blocks instead of the normal 2. If you don't move them down they'll hang 1 lock above the pipe.

The short stem plants are actually the exact same sprite but with the speed set so that they move 2 and 1/2 blocks out. That was the easiest way I found to get the effect I wanted.

I hope that clears it up.

koala_knight
Posted on 01-24-08 11:23 PM, in ASM Hack\Custom Block\Custom Sprite request thread (rev. 4 of 01-26-08 06:48 AM) Link | Quote | ID: 74907


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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?

koala_knight
Posted on 01-25-08 07:32 PM, in [?] Super Mario Bros. - The Wicked Star Story Link | Quote | ID: 74992


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Late comment:

Birdo's are actually MALE according to the SMB2us manual. They first appear in SMB2u,so I guess it would be safe to say they are native to Subcon.

That said, I don't think there's anything wrong with female Yoshi's at all. After all look at seahorses, the males are the ones that hatch the eggs in that species and that's i real life.

Previous edit:
Nice use of that 1 custom sprite and the chargin' chuck. Better?

koala_knight
Posted on 01-26-08 03:58 AM, in SMW ROM Addresses (rev. 2 of 01-26-08 03:58 AM) Link | Quote | ID: 75039


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I have one I'd need for my hack to work properly...
...an address for the koopa shell's gravity, or...
...the x or y speed for the same.
I haven't been able to find this info in the ROM map. Any idea where those might be?

koala_knight
Posted on 01-26-08 07:57 PM, in Minor problem with enemy collision... Link | Quote | ID: 75076


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... I have a recreation of level 1-1 from SMB2j, my last nit-pick is that the goombas turn when they hit a piranha plant (there are 2 at ground level). What I'd like to do is have it like the original where the goombas ignore the plants only. I tried making the plants mot interact with other sprites, but then they become immune to koopa shells. Does anyone have any idea how I can fix this?
I'm guessing that it might take some sort of ASM hack, but of course, I have no idea how to do something like that.

koala_knight
Posted on 01-28-08 07:49 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 75357


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Actually, the hatchlings exist in the game's cut scenes already, the question is have they been ASM hacked into something new or have they just been inserted into the game's regular stages?

They look good, though.

koala_knight
Posted on 01-29-08 03:30 AM, in Kain's Quest Link | Quote | ID: 75402


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Search out your own graphics or rip them yourself. There are lots of sprite resources out on the net.

koala_knight
Posted on 01-29-08 06:24 AM, in ASM Hack\Custom Block\Custom Sprite request thread (rev. 3 of 01-29-08 06:25 AM) Link | Quote | ID: 75435


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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!

koala_knight
Posted on 01-30-08 02:10 AM, in ASM Hack\Custom Block\Custom Sprite request thread (rev. 3 of 01-30-08 04:50 AM) Link | Quote | ID: 75552


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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.

koala_knight
Posted on 01-30-08 03:31 AM, in ASM Hack\Custom Block\Custom Sprite request thread (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?

koala_knight
Posted on 01-30-08 07:16 PM, in Problem with trasm.exe... Link | Quote | ID: 75632


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...i'm using it to make a custom block (thanks to pieguy for the code), but it isn't spitting out anything at all. I tried with other asm files and it does the same. I tried re-downloading the sprite tool archive with the same result. Does anyone have any idea what might be wrong?

koala_knight
Posted on 01-30-08 07:45 PM, in Problem with trasm.exe... Link | Quote | ID: 75635


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Thanks. That's exactly what happened. Must be some weirdness in trasm's code.

koala_knight
Posted on 01-31-08 01:22 PM, in ASM Hack\Custom Block\Custom Sprite request thread (rev. 2 of 01-31-08 01:22 PM) Link | Quote | ID: 75730


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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?

koala_knight
Posted on 01-31-08 03:04 PM, in Help, please. Does anyone know the values associated with... (rev. 3 of 01-31-08 05:47 PM) Link | Quote | ID: 75736


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...RAM address $7e0076? (Mario's direction)

I'm trying out this ASM code:

PHA
LDA $7e0076 ;Mario's direction
CMP #$?? ;direction down
BEQ NoExecute
LDY #$01
LDA #$number
STA $1693
NoExecute:
PLA
RTS

I just don't know what to put in for the CMP.

Never mind. 00=facing right, 01=facing left.

koala_knight
Posted on 01-31-08 05:27 PM, in ASM Hack\Custom Block\Custom Sprite request thread (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.

koala_knight
Posted on 01-31-08 05:33 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 75745


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Interesting idea.
You might want to X flip the vertical timbers, they seem to have the shadow on the wrong side.

koala_knight
Posted on 02-01-08 02:36 AM, in ASM Hack\Custom Block\Custom Sprite request thread (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.
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Main - Posts by koala_knight

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