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Main - Posts by frantik |
frantik |
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Red Koopa Level: 28 Posts: 101/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
Download SMB Workshop v0.3.0 New in this version * Edit all color values * Color changes are applied immediately to other windows * Optimized some code |
frantik |
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Red Koopa Level: 28 Posts: 102/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
title screen editor is on my "maybe" list by tile sets do you mean using the metatiles? the title screen info isn't stored like that so it wouldn't be very efficient |
frantik |
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Red Koopa Level: 28 Posts: 103/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
I should do a tutorial for beta's editor.. it's kinda tricky but very useful once you get the color editing part figured out |
frantik |
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Red Koopa Level: 28 Posts: 104/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
Posted by Sliver X i think it had more to do with the fact the rom had a "trainer" which moved the location of the titlescreen data. never really messed with the trainer roms so i'm not sure. Disch or somebody would know probably |
frantik |
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Red Koopa Level: 28 Posts: 105/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
because there was a STA CloudTypeOverride when the accumulator was 4 somewhere else in the program? your question isn't very clear as to what you're trying to get at the code checks to see if cloud type override is 0. if it's not, Y is set to a different value to cause the offset used in B9 E7 90 - LDA $90E7,Y @ $90E7 = #$02 to be different and load the different music look at the smbdisassebly's comments for insight into the code it's very complete |
frantik |
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Red Koopa Level: 28 Posts: 106/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
yes, and if the level is cloud type, set y to 4 before proceeding to store music...
here's some pseudo code of the asm, but it's not particularly tricky or anything ChkAreaType: Y = area type; - sets y to level type A = Cloud type override; - checks to see if cloud level if (A == 0) goto Storemusic: - if not cloud level, store music, else Y = 4; - set y to 4 Storemusic: A = valueAtMemoryLocation(0x90e7 + Y); - load music type number $FB = A; - store in $FB which is used by music loading routine to determine song type) return; |
frantik |
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Red Koopa Level: 28 Posts: 107/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
you mean edit the tiles themselves? you have to do that in a tile editor like YY-CHR or Tile Layer Pro. I might add very simple tile editing features in the future though |
frantik |
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Red Koopa Level: 28 Posts: 108/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
the easiest way to "unmirror" a certain tile is to put it in the ROM backwards, so then when it's loaded into the game it looks right. you'll need a tile editor for that.
a more complicated way is to find the code in the game where it sets the mirror attribute and disable those commands |
frantik |
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Red Koopa Level: 28 Posts: 109/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
the lives screen has different mario display code so you have to change it there too. iirc it draws the whole mario sprite cause i hacked it to draw diff sprites based on mario's size state |
frantik |
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Red Koopa Level: 28 Posts: 110/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
i think you have to prepend the .bin file and then apply the IPS patch. i dont think you have to strip the original file's NES header
but i suspect the rom relies on a 'trainer' which not all emulators support.. |
frantik |
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Red Koopa Level: 28 Posts: 112/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
Super Mario Bros Special has finally been ported to the NES!
All levels have been ported over. This is not an exact copy but rather a reinterpretation of the game using the NES engine. Level design is as close to the original as possible. Unfortunately we did not get around to adding new enemies or power ups. We're currently on the 3rd beta but we don't anticipate a lot of bugs at this point. Check it out and please let me know if you find any bugs or other weirdness. screen shots help with the bugs. Ported by Karatorian and myself Download |
frantik |
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Red Koopa Level: 28 Posts: 113/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
yeah, it's right after 2st |
frantik |
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Red Koopa Level: 28 Posts: 114/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
I doubt we'll see new enemies or objects.. we both have move on to other stuff.. this release was well overdue but we both finally got some time to finish it up |
frantik |
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Red Koopa Level: 28 Posts: 115/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
Posted by Trax hmm well you'd have to talk to karatorian about that lol.. i dunno why he did that but it's not really a big deal as long as the ips is there |
frantik |
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Red Koopa Level: 28 Posts: 116/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
been a while but still working on this beast
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frantik |
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Red Koopa Level: 28 Posts: 117/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
Posted by Googie i need to make like 5-10 levels and do some final asm stuff. I got a powerpak recently and the game looks so awesome on a TV so it's kinda motivating me to finish this thing |
frantik |
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Red Koopa Level: 28 Posts: 118/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
Some screens from Super Mario Unlimited.. just need to finish a few more levels.. it might actually come out this year! though no promises hahaha
these two seem a bit familiar? Can you find the hidden entrance to Bowser's Lair? |
frantik |
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Red Koopa Level: 28 Posts: 119/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
"yeah, i didn't like the level engine, so i rewrote it, and then made my own level editor" -- just another day in the life of DD nice job dude |
frantik |
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Red Koopa Level: 28 Posts: 120/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
good jorb |
frantik |
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Red Koopa Level: 28 Posts: 121/139 EXP: 127712 Next: 3626 Since: 10-09-07 Last post: 4518 days Last view: 4512 days |
getting close now.. only like 2 levels needed to complete.. might even see a late 2009 release |
Main - Posts by frantik |
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