11 March 2016 - Forum Rules
Started by ThroughT1m3, December 11, 2020, 01:53:01 PM
Quote from: ThroughT1m3 on December 14, 2020, 11:27:11 AM Speaking of which, I now have it where the timer is frozen until getting the transparent Mario power-up, then it starts to decrease. Good sign. but now I need to figure out how to get it to load the appropriate time limit, and not kill mario once reaching zero. some decent progress. Thanks for the great idea
Quote from: frantik on December 17, 2020, 04:16:47 AMI assume you've got Karatorian's disassembly? The timer routine is at $b74f-$b7a3 in nes memory or 0x375f - 0x37b3 in the rom file, called RunGameTimer in the disassembly. The code to kill mario is at the end of that subroutine
Quote from: frantik on December 17, 2020, 12:36:22 PMsweet!
Quoteright now my animation patch goes from frame 1 to 4 then to 3 then back to 4 and 1 real fast. soooo that sucks. ha
Quote from: frantik on December 26, 2020, 08:19:14 AMYou get this sorted out? The easiest way is to use the game timer and some bit shifting. And wall jump power up could lead to some cool level designs.. Mario Gaiden!
Quote from: Cyneprepou4uk on December 26, 2020, 12:21:23 PMYou've done pretty cool technical stuff, considering it's your first real hack, not some kindergartening with bytes.I can give you a couple of tips about chr bankswitching.
Quote from: ThroughT1m3 on December 26, 2020, 11:39:06 AM I thought I had it figured out but the animation timing didn't seem very smooth and when I hit a question mark block the animation sped up like 60% then went back to normal.
Quote from: frantik on December 26, 2020, 02:22:35 PMIt sounds like maybe the animation routine gets called too often? I put mine in the area where the coin palette rotation was
Quote from: frantik on December 26, 2020, 10:33:41 PMI changed the code for the L-shaped pipes to instead display the upside down pipes. I also changed the tiles for the L-shaped pipes to have the upside down pipe ends.. in SMB2j they just use the same pipe end for upside down and right-side up pipes. Then for the red piranhas I copied a patch that added them as a new enemy, but put the code where I wanted it instead of where the patch put it. I looked for the patch but couldn't find it unfortunately
Quote from: frantik on December 27, 2020, 08:16:14 PMi'm not sure if this is the red plant patch i used but there's one in this posthttp://www.romhacking.net/forum/index.php?topic=24898.msg343333#msg343333
Quote from: frantik on December 27, 2020, 10:25:25 PMyeah for the red plant I assume there's gonna be a change in the enemy jump table near $c882-$c8d5 ( 0x4892 - 0x48e5 in the file ) routine called RunEnemyObjectsCore.. this will be a pointer to the location of the actual code. Then you will be able to add it using SMBUtil as one of the "unknown" enemy options
Quote from: frantik on December 28, 2020, 05:03:28 PMyeah just take it one step at a time, and if you get frustrated, work on graphics or levels for a bit
Page created in 0.070 seconds with 20 queries.