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Official Hex/ASM/Etc. Help Thread

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Tried that. I must be putting it in the wrong place.
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Thanks,Invisible coin block,that's a bit complicated but i'l try it out when i feel like it -.-

A new question now,i made that simple custom block which makes you big when you touch it( just ike Schwa used as an example in his ASM tutorial.) however,now that i have the code,and want to use it in blocktool,how do i do that? i think i read it somewhere else but i can't remember...

EDIT: oh and i don't have snes9x debuger,where can i get it?
To make a code for block tool (assuming you're using the old one) just drag your ASM file onto trasm.exe, which comes with sprite tool. It will create a bin file which you can use in blocktool. The debugger can be found in the tools section.

[Edit] Nevermind. Found a solution (and my code was stretching the screen. sorry).
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
hmmm it doesnt seem to work.I putted my customblock's bin file in blocktools folder(along with the other custom blocks)and opened my rom but when i click "addblock" i can't seem find it anywhere...

Thanks for your help,though.
You should maybe read a blocktool tutorial.
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Can anyone please help me to correct the errors that are in this sprite I made,(using schwa's powerups)?:
http://www.mediafire.com/?ms7932hv1ww
(it's suppossed to be the wario powerups)
Thanks in advance


Check my profile to see the updates of smheroes!
Is there a RAM address that controls the number of 1up given in a bonus game ?
can anyone tell me what's wrong in:
;;;;;;;;;;;;;;;;;;;;;
; sprite init JSL
;;;;;;;;;;;;;;;;;;;;;
dcb "INIT"
RTL
;;;;;;;;;;;;;;;;;;;;
; sprite code JSL
;;;;;;;;;;;;;;;;;;;;
dcb "MAIN"
INV:
dcb $FF,$00

LDY $76

LDA $7B
CMP #$2C
EOR #$INV,y
BCC RETURN
RTS

LDA #$02
STA $1490
RTS
RETURN:
RTL

Instead of making mario a star mario if he has max speed, it only glitches the game.How does I correct this??thanks for your help


Check my profile to see the updates of smheroes!
Eh... If I have to do this sprite, I will never do like that... (sorry for my english)
I will try :
;;;;;;;;;;;;;;;;;;;;;
; sprite init JSL
;;;;;;;;;;;;;;;;;;;;;
dcb "INIT"
RTL
;;;;;;;;;;;;;;;;;;;;
; sprite code JSL
;;;;;;;;;;;;;;;;;;;;
dcb "MAIN"
PHB ; \
PHK ; |
PLB ; |
JSR SPRITE_CODE_START ; |
PLB ; |
RTL ; /


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sprite main code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
SPRITE_CODE_START
LDA $7B
BPL rightspeed
EOR #$FF
INC
rightspeed :
CMP #$2F
BCC notmaxspeed
LDA #$01
STA $1490
notmaxspeed :
RTS

But it's only my opinion...

Im having trouble inserting a new simple block. I made a asm file with this code in it. (Exactly like that)

LDA #$50
STA $1528
RTS

I made a bin file with it.
I inserted it into blocktoll (the .bin file only), then inserted my block.
I made all touchable side -1 and when i hit it, nothing happens.

It is suppose to set Chuck hp to 50. Anyone ?
Still alive.
Background image by Dotsarecool.
Layout by Yoshiownsu.
''No, not smallhacker. Please, if you don't like them. Then don't post here flaming or complaining, it just ruins the fun for everyone else''
-The best responce ever made, congratz, Mattan.

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That's because setting the offsets to -1 nullifies the block. Set them to 0. I still don't know if that will work or not, but if it does, I'm going to use it because I can't get the dumb Fire HP ASM hack working with custom sprites.

Also, #$50 is in Hex. It would be way more than 50 hits.

[Edit] The block doesn't work.

[?]
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
beside, last time I checked, this counter only count the number of hit the chuck received, wich both the chuck internal code and the fire HP code check before killing the chuck if the counter is above the value. This is also why you can kill chucks by throwing two firebal and then jumping on it(since after the jump the value become $3, wich is the required value to be defeated by a jump).

Then is there another RAM adress that can change how many hit a chuck need to get to bet killed ?
Still alive.
Background image by Dotsarecool.
Layout by Yoshiownsu.
''No, not smallhacker. Please, if you don't like them. Then don't post here flaming or complaining, it just ruins the fun for everyone else''
-The best responce ever made, congratz, Mattan.

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Hopefully my problem is simple enough.


I want to disable Mario's ability to jump while crouching. Because, really, who can crouch and jump at the same time? With the graphics I have set up for my hack, it looks horrible, and results in a glitch with cape Mario. And we don't like glitches, now do we?

Cheers.

EDIT: Well, what do you know, I had another idea that would fix said glitch. It's still a bit silly to see him jumping while crouching, but I can deal with that.
Your layout has been removed.
Originally posted by kokojo
Then is there another RAM adress that can change how many hit a chuck need to get to bet killed ?

no, as I mentionned the whole comparaison is done in the ROM, so no

Originally posted by Bio
Originally posted by kokojo
Then is there another RAM adress that can change how many hit a chuck need to get to bet killed ?

no, as I mentionned the whole comparaison is done in the ROM, so no


sorry, i din't say what i wanted to say... I wanted to know if there is ANY way i could set higher chuck hp, but lower it aftherward ?
Still alive.
Background image by Dotsarecool.
Layout by Yoshiownsu.
''No, not smallhacker. Please, if you don't like them. Then don't post here flaming or complaining, it just ruins the fun for everyone else''
-The best responce ever made, congratz, Mattan.

Tag (tr) was not closed.
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Hmm. Guess it's a good thing no one commented on my issue. I found a way around it.

However, I must admit I have another question. This is probably much simpler, though I couldn't find anything in the ROM Map. I want to disable flipping of Mario's death sprite. The reason for this is because, well, I'm much better at 3/4 profiles than front poses and I think my character's death sprite would benefit from that.
Your layout has been removed.

Why not pasting over the flipping? (with the 3/4 profile)
Still alive.
Background image by Dotsarecool.
Layout by Yoshiownsu.
''No, not smallhacker. Please, if you don't like them. Then don't post here flaming or complaining, it just ruins the fun for everyone else''
-The best responce ever made, congratz, Mattan.

Tag (tr) was not closed.
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What do you mean? You know how Mario's death "animation" (him shaking his arms and legs) is just the same sprite flipped back and forth. If I don't use a front pose, it'll look like the character is spinning. Although now that I think about it, that wouldn't look TOO bad. I guess I might have to make a test first.

Oh well. If all else fails, I can always attempt a front pose. It's not like I'll be able to get away with not making them :P
Your layout has been removed.
Originally posted by kokojo
sorry, i din't say what i wanted to say... I wanted to know if there is ANY way i could set higher chuck hp, but lower it aftherward ?

Use the Chargin' Chuck disassembly to make a custom Chuck.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
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