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Official Hex/ASM/Etc. Help Thread

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Alcaro edit: Don't do that.<style>
a.un::before{
content: "All heil ";
}

a.un::after{
content: ", your lord and saviour";
}
</style>

Hi, can somebody help me?
I have a rather simple block which doesn't really work the way I want it to.

The block is suppose to be solid when mario is on the ba<ck side of a climbing net and act as a normal climbing net if he is in front of it.

Player:
LDA $13F9
BEQ Return ;Jumps to Return if player is not behind the net
LDA #$30
STA $1693 ;Act as Solid block
Return:
RTL

This code works as long as the player sticks to the net. However, once he lets go of it (even though he stays behind the net) the block acts like nothing.

Does somebody know what I'm doing wrong here?
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That's because the block it's acting like tile 30 and not 130.

This should work:

Code
Player:
LDA $13F9
BEQ Return ;Jumps to Return if player is not behind the net
LDY #$01
LDA #$30
STA $1693 ;Act as Solid block
Return:
RTL
You forgot to set the high byte of the map 16 page. Try this one:

LDA $13F9
BNE Solid

LDY #$00
LDA #$0B ;act as climbing net
STA $1693
RTS

Solid:
LDY #$01
LDA #$30 ;act as cement block
STA $1693
RTS
I didn't forget about that,
after inserting the block, I just made it act like 0B

Also, it worked after I added LDY #$01
So thanks for that ^^

btw. do you guys know what I would need to do/add to make this work for sprites too?
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
Is anyone familiar with the code beginning at $00E448? I can't figure out what it's even supposed to do. I know it's part of the player GFX routine, but why is it using the "behind scenery" flag as an index to a table of values for what seem to be OAM indexes, two of which are way down near the end of the $0300 range? I'm trying to figure out some stuff about OAM handling for the player, and it's a pain.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
iirc that's so the player can go behind every sprite when the "behind scenery" flag is set (since sprite priority is determined by location in OAM).
[Xkas] Numerical health bar by Iceguy

It's a numerical health bar and it's better than the previous version. The maximum health is 10, but you need some ASM knowledge on how to configure that.
This version makes you always be big, and makes 1-Up mushrooms fully heal you.

can some one change the maximum health to 99 instead of 10 and repost it is much better with the maximum health at 99 instead of 10
Does anyone know, if there's a timer or a routine that sets how long the "Mario Start!" screen is being active? I wasn't able to find anything useful. :(
Hi guys,

These days I've been getting even closer to the first battle with Bowser in my hack, however, I'm having a bit of an odd problem pertaining to a custom sprite, namely, this modification of the pushable crate sprite:





In between the screenshots, the player can push this block into the lava to provide a way across the hot stuff, however, the odd thing here is, even with the use of the invisible Mario only block next to the end of the ledge, the sprite seems to end up being "forced" 8 pixels left, overlapping part of the ledge, as shown in the second screenshot...so anyway, can someone possibly take a look at the asm file I'm using (this is it) and tell me how I can keep the sprite in its original position (from the first screenshot) while making it "right" in the second screenshot so that it isn't overlapping the ledge, please?

Sorry if this sounds complicated, but I got a recommendation from WhiteYoshiEgg to ask here in the topic about how to solve this oddity.
I don't know an easy fix but I know the problem.

It has a 16x16 collision box when it comes to level interaction. Pretty much all sprites do; the big mole is the only one I can think of that might do differently (and maybe not; I forget).

Fixing it will likely require some black magic, and not some simple edit in the .cfg.
Originally posted by MetalJo
So, i added a Define called !Number.
Just change the $0A to $63.
(0A in Dec = 10; 63 in Dec = 99)


Mod edit: Huge codes does not belong in posts.


thanks I got it now to work but how can I fix the glitch i'm gettin from it
Originally posted by Kaijyuu
I don't know an easy fix but I know the problem.

It has a 16x16 collision box when it comes to level interaction. Pretty much all sprites do; the big mole is the only one I can think of that might do differently (and maybe not; I forget).

Fixing it will likely require some black magic, and not some simple edit in the .cfg.

Nope, the big mole has only one 16x16 collision box that gets shifted around based on its direction.

What you /might/ be able to do is set the object clipping value to the same as the big mole (E), and then set the direction flag for the sprite depending on which way it's being pushed.
Now with extra girl and extra hacker
That won't fix his problem. If you put the collision next to the side Mario is pushing, the box will be able to be pushed into walls. If you put it on the other side, the box will fall off ledges even further in the wrong direction.


Will need to have to run the level collision twice, changing the collision box each time.
help me please.

has anyone got an alternative to the magikoopa aim thing?
I believe I may have found a glitch with the "Side Exit Teleport" patch.

I applied the patch and tested it with one of my levels. When I tried to use the side exit from the last screen in the level, it worked properly and teleported Mario to the screen set in the screen exit, but when I tried to use it from the first screen, it took Mario to the bonus game. I'm realy not sure what's causing this, but my guess would be that the game is trying to read the exit from the screen before the first one... And since that doesn't exist, it's behaving like it would if you tried to teleport on a screen without an exit set.

How would I go about fixing the patch? Assuming my guess is right, it could probably be done by checking if Mario is trying to use the side exit at the beginning of the stage and if he is, redirecting the side exit teleport code to read from screen 00 (instead of assuming the teleport code can figure it out on it's own)

Edit: As a second, unrelated question, is there a way I can turn layer 2 transparent through LevelASM instead of setting the level mode?
I have a hack thread - Link (Now with a demo!)
Also a music thread - Link

C3 Projects
2013: Modern Spiny Pack
2012: MGSS v0.1
Spring 2010: SMB2 Autobomb Sprite
I'm not sure how much good that will do, but to use the screen exit of screen 0, put this code before the LDA #$06:

Code
LDA $5B
	AND #$01
	BEQ .horz
.vert
	LDY $97	
	BRA +
.horz	
	LDY $95
+
	LDA $19B8
	STA $19B8,y
	LDA $19D8
	STA $19D8,y

Again, that might not fix it, but it's all I can think of.




So... question of my own.

What do I have to do to manually do a pipe-like warp on the overworld? Simply put, I'd like to warp the player to a different submap when the START button is pressed, keeping his current position on the map. Just storing stuff to $1F11 and $0100 seems to warp the player but changes his position, and additionally storing to $1F17-$1F1A does nothing about that. Rather strange, since the overworld X/Y position blocks do no more than yet yet work...


 
The teleport itself works fine now. It no longer takes Mario to the bonus game.

It always uses screen 0's exit, regardless of whether Mario is exiting from the first screen or the last one, but for what I'm using it for, that's fine.

Thanks.
I have a hack thread - Link (Now with a demo!)
Also a music thread - Link

C3 Projects
2013: Modern Spiny Pack
2012: MGSS v0.1
Spring 2010: SMB2 Autobomb Sprite
Originally posted by Ice Man
Does anyone know, if there's a timer or a routine that sets how long the "Mario Start!" screen is being active? I wasn't able to find anything useful. :(


Does nobody know a way to show the Mario Start! image for a little longer? I really would appreciate some help there since I haven't been able to find anything useful for that yet. :(
Doesn't the message just show up for as long as the level takes to load? Unless you optimize or slow down the level loading routine, I don't think there's much you can do about its duration.

EDIT: The SMWiki seems to confirm this.
My YouTube channel
Get the official ASMT resource pack here!

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