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Main - Posts by koala_knight |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 61/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Either way works just fine for me. Only issue I run into is sometimes the palettes are off, whatever. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 62/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
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 |
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Buzzy Beetle Level: 44 Posts: 63/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Very nice. I commend you on your use of custom sprites. The new Flying Hammer Bro look good too. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 64/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
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 |
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Buzzy Beetle Level: 44 Posts: 65/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
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 |
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Buzzy Beetle Level: 44 Posts: 66/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
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 |
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Buzzy Beetle Level: 44 Posts: 67/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
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 |
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Buzzy Beetle Level: 44 Posts: 68/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
... 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 |
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Buzzy Beetle Level: 44 Posts: 69/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
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 |
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Buzzy Beetle Level: 44 Posts: 70/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Search out your own graphics or rip them yourself. There are lots of sprite resources out on the net. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 71/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
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 |
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Buzzy Beetle Level: 44 Posts: 72/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
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 |
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Buzzy Beetle Level: 44 Posts: 73/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
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 |
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Buzzy Beetle Level: 44 Posts: 74/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
...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 |
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Buzzy Beetle Level: 44 Posts: 75/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Thanks. That's exactly what happened. Must be some weirdness in trasm's code. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 76/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
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 |
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Buzzy Beetle Level: 44 Posts: 77/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
...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 |
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Buzzy Beetle Level: 44 Posts: 78/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
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 |
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Buzzy Beetle Level: 44 Posts: 79/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Interesting idea.
You might want to X flip the vertical timbers, they seem to have the shadow on the wrong side. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 80/384 EXP: 591675 Next: 19610 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
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. |
Main - Posts by koala_knight |
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