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A Super Mario Thing - A List Of Stuff Inserted

it came, it went! all the old ASMT stuff is here
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yoshicookiezeus
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by yoshicookiezeus »

From my (probably horribly outdated due to me not having had time to insert new levels in forever) Map16 pages, only the three top rows of page 13 is used. Backgrounds are easy to move between the pages anyway, so go ahead and put it at the bottom.
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BlackDS
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by BlackDS »

Hey, what tile number are we using for a no-mario black (if any)?
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by Moniker »

Can I have map16 410-41B,

also slot 38 for Shell Brother?

And is anyone using breakable blocks already?
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by Zaquaa »

15 InvincibleShell.cfg
16 nospinjump.cfg

Also using the nopasssprites block, which I have at 357, but obviously I can move it if that's a problem.

That okay?
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by Tails_155 »

I Need these for my castle level.
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by Chdata »

I'm using some stuff in the middle of page 8 starting from 870 to 896, and this time I'll try to make sure it's all on the same page.
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by Tails_155 »

I don't see the ON/OFF triangles up on the list yet so I am wondering 1. if they're added or not, and 2. where to put the graphics for them.
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by yoshicookiezeus »

1. No. I add stuff along with the level it's in. Submit the blocks you want to use along with your level.
2. In whatever graphics file you put them when you submit your level.
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by crushawake »

Eh, could you possibly make a small patch out of this?

Code: Select all

ORG $05B296
	DB $0c		; change STA to TSB, hence not clearing the HDMA channel enable byte when using message boxes

ORG $05B129		;
	JSL MSG_BOX_FIX	; stops message boxes from clearing HDMA channel enable byte
	NOP		;


;point this to frickin freespace
ORG $308000

MSG_BOX_FIX:

	LDA #$80	; clear 8th bit
	TRB $0D9F	;
	LDA #$02	; restore old code
	RTL
All it will do is allow HDMA to continue while a message block is being hit.
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by yoshicookiezeus »

Or I could just put this in the hex edits patch:
ROM Map wrote:$05:B129 3 - 3 bytes - Change [9C 9F 0D] to [EA EA EA] to prevent HDMA from getting disabled AFTER a message box has been displayed. Use with x2B496.
$05:B296 - 1 byte - Change '8D' (STA $xxxx) to '0C' (TSB $xxxx), and HDMA will not get disabled while a message from the message box is on (unless that HDMA is using channel 7). Use with x2B329.
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by crushawake »

Either way, it amounts to the same. Thanks.
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by Tails_155 »

My castle room needs this. To prevent Mario from jumping through a wall...
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by Kil »

I'm using sprite number 55 since it seems free
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by Chdata »

If page B is empty I'm using it.
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by Kil »

also 56

edit: also 57 and 58, heh
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by flameofdoubt »

Can I get sprite slot B1 and Map16 800-816 for my Teleporter Level?
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by yoshicookiezeus »

B1 is fine, but 800-816 are already used. I'll give you 850-866 instead.
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by flameofdoubt »

Thanks for the swift reply! I'll have a submission for you as soon as I swap all the map16 across (also if there's a quicker way than manually changing every tile I'd love to hear it xD)
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by yoshicookiezeus »

Sadly, there isn't, or I would have been able to save about two hours yesterday by not having to rebuild one of the submitted levels tile by tile...
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by flameofdoubt »

Blimey Ouch! On the subject, although they've probably already been filled, is it possible for me to reserve music slots 21 and 22? I'm using a music changing sprite and apparently it's pretty complex making that code work. I don't really understand it but with some help from Kil and chdata I've got it so that it works if I have those slots. If someone understands the code better there's room to move them around of course, but this would make it easier if that's possible?

EDIT: Also can I have B2 and C5? I forgot my sublevel has 3 sprites.
Last edited by flameofdoubt 14 years ago, edited 1 time in total.
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by Chdata »

flameofdoubt wrote:Blimey Ouch! On the subject, although they've probably already been filled, is it possible for me to reserve music slots 21 and 22? I'm using a music changing sprite and apparently it's pretty complex making that code work. I don't really understand it but with some help from Kil and chdata I've got it so that it works if I have those slots. If someone understands the code better there's room to move them around of course, but this would make it easier if that's possible?
You don't need to reserve a slot between 20-23.
LDA #$musicnumber
STA $1DFB

works, except if you music number is above 20-23 you keep subtracting 4 until it is, then it'll work.
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by flameofdoubt »

Can you give me more detailed instructions please? If which music number is above 23? And I can't see how it works because there are many multiples of 4 for each of 20-23, so surely the two pieces of music need to relate to each other in some special way, and that means I'd need to reserve two specific places anyway, that or if YCZ understands this code he can insert them in places he knows will work.

I just mean there were no signups for music, so YCZ is going to have to fiddle with everyone's music insertion slots to make them fit, so even if I got it working perfectly when he shifts it around it would stop working. Either I need to reserve slots or YCZ needs to understand what slots he can move the music to..no?
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by Chdata »

If you use Romi's addmusic and insert a song to music number 30, and you want to change the music number to 31 by loading the number to $1DFB, you subtract 4 from 30 til it's between 20-23.

30 - 4 =
26 - 4 =
22

31 - 4 =
27 - 4 =
23 - load this to change it to 31, but this will only work if you bypass the music in LM for it to be between 28-30


So if in Lunar Magic the music number for a sublevel was 30 but you wanted to change it to 31 midgame,

LDA #$23
STA $1DFB

You can't change it outside of that though.
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by flameofdoubt »

Ah ok, but how do different banks work? Is it possible to change music 31 to music 32 for instance? Also why do you need to do the subtract by 4 method to the initial music, since you're not going to be using that number in the code?

Also to YCZ, can I have two music slots that fit this then, or do you understand it enough to reassign the music when you get the submission?
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Re: A Super Mario Thing - A List Of Stuff Inserted

Post by Chdata »

flameofdoubt wrote:Ah ok, but how do different banks work? Is it possible to change music 31 to music 32 for instance? Also why do you need to do the subtract by 4 method to the initial music, since you're not going to be using that number in the code?

Also to YCZ, can I have two music slots that fit this then, or do you understand it enough to reassign the music when you get the submission?

The bank gets assumed by the currently playing song you define in Lunar Magic, that's why you use the subtract four method. And yes you do use the number 20-23 in the code, but not 31 since the bank set by LM already tells 20-23 it's going to be 31. Or something like that. I forgot how to explain it.

edit: Here's where I learned that.
http://www.smwcentral.net/?p=new&do=rep ... pid=359176
Majora252 wrote:
Creepy Spooksicle wrote:
Run & escape r wrote:I'm using the Ultimate N00b Boss and I'd like to know how I could make the boss change the music to a certain custom music number and make the level play that, as soon as it gets on screen.
Sure. Just put this in the routine that happens when he first sees you:

Code: Select all

LDA $XX
STA $1DFB
Where XX is your music number.

However, if your music is custom music, you need to do some other stuff to find the number to input.

-Take the number you would tell LM to play
-Subtract 4 from it (HEX) until it is between 20 and 23 inclusive
-Add one

Now THAT number is your XX.
It's LDA #$xx. If you don't have the number symbol than it means your loading a RAm address.
edit: ahh so I was forgeting add one. It's really 21-24.
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