This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
The direct link to the patch of which fireballs can destroy brick blocks: http://www.geocities.jp/masa_yuu_kaimari/support/BreakBrickb.zipI already have a patch with the same effects and the same bugs. I've only want to fix sprites on black screen, wanna fix phrase "get ready" and want make breakable all of blocks, except of pipes and flagpole (now ALL is breakable). Current version (patch): http://dropmefiles.com/KEWPv
This patch uses castle loop processing for the data, so you can no longer use that feature upon patching. If using an expanded ROM you can get the code to be inserted in the free space though.
Side effects, according to the author:
· Block fragments can appear at random positions when blocks are hit.
· When striking a hole, part of the screen may change in colour.
· When you hit hidden coin blocks, the used block cannot be seen after coin deposits.
· In rare cases, only hit judgment disappears, and the block sometimes remains visible.
I think you forget machine code, just use the disassembly, make the modifications in asm and recompile.Romhacking documents didn't compiled.
with the patch i provided, fireballs destroy bricks.Okay, but where is it? Page is forbidden.
So you always expand your roms or hack only games with clearly unused bytes like sequences of 00 or $FF? The code data logger is really useful to get the most of the rom, specially without expanding it. Sometimes you can check the unused code itself to see that there's no way it can be called and is just leftover code. Some other times there are branches that never go to it, and you can analyze that to know if there's a chance it will be used or not. But this is why I always take notes of which bytes I changed, so if a bug happens I can move my code to a new place.Unfortunately, the bounce up after the destruction of the bricks by fireball is not the worst. If you go ahead and try to destroy the pipes - the screen will turn grey, the hero will disappear and sprites of Bowser will be jumping. How to deal with this problem?
About the topic, add 20EDBC60 to 0x6204 and the block will be destroyed, but there are a few more things going on. You will need to create an exclusive routine that is like the one at BCED that doesn't do the extra stuff and then call it instead.
Learn assembly, analyze the code, read the documentation and figure it out. I think you also need to expand the rom for extra rom space so you can insert your new code, as I recall this game has no free space.I only made fireballs that makes solid blocks invisible:
edit: oh you know assembly, okay, what he means is you need to understand the game's code. When mario hits a block the block breaks, the game already has code for breaking blocks. So you tell the game to use that same code when a fireball hits a block.
Hello, you can optimize your work using Color Quantizer .Thanks.
-click to shrink image-
I really like your proposal, successes!!!
Why would you want to make a ROM hack of a shitty bootleg NES game with shitty broken physics?I would love to see Comix Zone on SNES, but, unfortunately, I don't understand programming, especially on the SNES. And I don't know people versed in this matter. That's why I'm looking for people to create a port for more well-known console, in which I have at least something to do I can.
I think it'd be much more impressive if you did a homebrew SNES port instead. It could be more colorful and, well, comic-like, and the music could end up sounding a lot better too. (Actually there are a lot of Genesis games I'd like to see homebrew SNES ports of...)