Askorium

do you like them video games? what about those there romhacks? well pop on in here and talk about them then! what are you waiting for?!
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Argumentable
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Re: Askorium

Post by Argumentable »

kuposan3 wrote:I think my questions were skipped over, but I also have a new one:
How do you edit the reznor boss fight?

Old questions:

Is there a way to change the enemy names in the second half of the credits?

For the disco ball the lights up dark rooms, is the sprite when the light is off separate from the others or is it part of the disco ball's animation when the lights are on?
Reznor is sprite A9 I believe. You have to insert them (all 4) manually in a level. Make sure SP3 uses GFX25. The screen will only scroll so far, and the ground will crumble under the smoke things, so unless you can patch it out, try not to make tiles on that x plane used (they will look like they're still there but they won't be) Also reznor will be on the top of the screen

Don't know about the other two, but you know there's a way to figure out the last one. Just replace one disco ball sprite at a time with something else and see what happens

Question: Is it possible to change "Course Clear" to be something different for each stage? Or even just one stage?
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Re: Askorium

Post by Personalness »

Is it possible to use some sort of shenanigans to make layer 3 have snow/rain/(pretty much anything besides fish, mist, rocks, and windows)?
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Re: Askorium

Post by yoshicookiezeus »

I think that Terra Stripe would be just what you are looking for. It allows you to edit layer 3 image tilemaps.
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Re: Askorium

Post by SeaThief »

Is there any disadvantage to building objects using direct map16 access? I want to make a level with crazy hills and such, and it seems easier to do that using lots of map16 tiles.
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Re: Askorium

Post by Argumentable »

Other than the fact that collectibles such as coins and midpoints will reappear after entering the level again, I don't think so
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Re: Askorium

Post by yoshicookiezeus »

As well as the fact that most slopes need a tile at the base to allow Mario to walk up them correctly, and some walkthrough dirt tiles don't interact correctly with sprites.
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Re: Askorium

Post by Argumentable »

This doesn't really have to do with romhacking so much as it does with playing them, so it probably doesn't go here, I remember a thing for SNES9x I think that would play all your savestates at once, so you'd see like a million Marios dying and one living and going through. What was that called?
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Re: Askorium

Post by Personalness »

So its impossible to animate layer 3, isn't it?
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Re: Askorium

Post by Oni »

More newbish questions!

So I just about finished editing all of small Mario's sprites to look like young link (or my iteration of it, anyway). Now I was looking at changing some of the powerups, because obviously I want Mario to stay small until some point in the game.

How can I change what powerups can do? Example, I want to give young link either a slingshot (replace fireflower) or some other projectile, but I need him to stay small graphically. It seems like just by changing fire-mario's sprites I can achieve this, however I may need those later for Adult Link (where I want it to be a bow). What are my options here?

As for the cape, I want Link to always be able to do the spin-attack. From the very beginning of the game, while small and also later while big, even while possessing no powerups. I would like a seperate powerup to allow him to fall slowly, but not fly. Is this possible? I have a feeling it isn't and it's either both or none, but it would be really cool. Edit: I see a no-fly patch, so that answers a portion of this.

I also would like to ask opinions on something. Considering this hack will be based off of Ocarina of Time, should I change all of the enemies? It would be easier to go with "Bowser invades hyrule!" and leave the enemies as they are, but I feel like that wouldn't be as cool.

I have lots more questions about enemy sprites but that's something I'll ask when I need to. I also have a feeling I'm using the word "sprites" incorrectly, let me know if that's the case.
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Re: Askorium

Post by raocow »

The main problem with you idea is that for a lot of this, you'll downright have to asm it up, change the actual programation of the game.

Technically, everything is possible. Some of it just requires lots and lots of work.
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Re: Askorium

Post by FroggerbobT »

Yeah, that stuff will require some hardcore ASMing...which is a ton of work. SMWC might already have such a patch, but I doubt it.
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Will be posting videos of my level as work progresses on it.
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Re: Askorium

Post by raocow »

Can someone please tell me what I'm wrong in level D for all sprites to just stop appearing past screen number 5? I got the no sprite limit patch going on and put it on ten, but I have to remove like two sprites for each sprite that would appear past screen like THREE. Are the 'moving blocks' special in some way? I'm gutting and gutting the level until it's becoming unrecognisable, and I'd like to know if it's just a moving block thing or, you know, WHAT.

Uhm, you'll probably want to modifiy the overworld entrance to start there or something, I appologize for that, but I've been struggling with this all afternoon and I'm just getting kinda peeved here.
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Re: Askorium

Post by Chdata »

What is this exgfx called, for the background only.
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Re: Askorium

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Re: Askorium

Post by Argumentable »

Is it possible to make it so beating a "vanilla" boss teleports you instead of ending the level? Well, I know its "possible" but how would one go about doing it?
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Re: Askorium

Post by Chdata »

Remeber Chibikko made a patch for that?
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Re: Askorium

Post by Argumentable »

NO

Edit: Oh I found it

Edit 2: I have no idea how to work these patches. I can do the freespace thing and inserting them I'm pretty sure, but I don't know what to do other than that
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Re: Askorium

Post by kuposan3 »

How does one edit the "Mario Start!" message and similar messages? Is it just editing graphics or is there a different way?
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Re: Askorium

Post by Chdata »

To... dangit I forgot one second...

edit: Ok now I remember. (I really don't know as much ASM as you don't. Lol.)

To use Chibikko's "Boss_Patch" you must have Ersanio's LevelASM I believe,
First patch Level.ASM to your rom. Then patch the boss patch. You will need to set freespace first though.

But also you must specify what levels will be effected by this code. You can do that by editing the boss patch.

Where it says this...
LDA $010B ;CURRENT LEVEL (USE BY LEVEL ASM)
CMP #$00CC ;LEVEL NUMBER TO DEACTIVATE ENDING
BEQ CODE ;GO TO CODE
CMP #$00E5 ;ETC.
I am not exactly sure but my guess says that, where it says "CMP $00CC", if you defeat the boss in level CC, it will activate a screen exit instead of ending the level. Where it says "LDA $010B" I am even more unsure, but I think that must be the translevel number the level you are in. (From editng message box stuff, I learned that the translevel number is the level number you enter from the overworld. So if I enter level 105, and go to a screen exit that has a boss fight within sublevel 123, I'd change the code to...

LDA $0105
CMP #$0123
BEQ CODE
CMP #$00E5

If it doesn't work, well I tried. Chibikko will know.

How come most of the time when I try to TAS stuff it screws up? I'm using zsnes btw. This is so annoying. I finally be the boss I made up for "TAS" and the movie screws up.
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Re: Askorium

Post by ultratowel112 »

chdata: I'm pretty sure that if you use a rewind ANYWHERE in your recording, it will go bonkers (meaning it will play up until the point where you used a rewind, then Mario will play himself, probably dieing.) I'm not sure, but using multiple save slots might do the same thing.
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Re: Askorium

Post by Argumentable »

Sometimes zsnes playback just desynchs. Its annoying and why dainegai quit
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Re: Askorium

Post by Argumentable »

Ok, so I want to make the 3 Yoshi Coins to pass block require 4 instead, but I can't get it to work, it only does 3

Code: Select all

LDA $1420
CMP #$03  ;\
BEQ Return; \Change it to any value to pass through, do not make it higher than 5. 
LDA $1422 ; /
CMP #$03  ;/
BEQ Return
LDA #$30
STA $1693
LDY #$01
Return:
RTS
I change the CMP #$03 to 4, I changed BEQ to BCS (it says to do it for something in the ASM file) but it doesn't seem to do anything. Just to make sure I am, in fact, reinserting it correctly, all I do in Blocktool Super Deluxe is click reinsert all, right?
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Re: Askorium

Post by yoshicookiezeus »

What are you making the block act like? Because that definitely looks like one of those that are supposed to act like a blank tile.
EDIT: BTSD? In that case, that code won't work at all. It lacks the offset jumps at the beginning, and it ends in an RTS instead of an RTL. Here, let me fix it:

Code: Select all

JMP Mario : JMP Mario : JMP Mario JMP Mario : JMP Return : JMP Return : JMP Return
Mario:
LDA $1420
CMP #$03  ;\
BEQ Return; \Change it to any value to pass through, do not make it higher than 5.
LDA $1422 ; /
CMP #$03  ;/
BEQ Return
LDA #$30
STA $1693
LDY #$01
Return:
RTL
Last edited by yoshicookiezeus 13 years ago, edited 1 time in total.
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Re: Askorium

Post by Argumentable »

Its set to act like 25, just like the ASM file says. It works fine the way it is, you pass through only when you have 3 yoshi coins. I want it to only allow you to pass when you have 4 and don't know what I'm doing wrong
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Re: Askorium

Post by yoshicookiezeus »

Have you reinserted the block to the block database? Also, see my edit above.
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