-Tails' level (no idea of the status on that)
-Systemkrashes level (YCZ accidentaly inserted that one?)
-Fix for world 5 castle bug that causes freezing at world 8 boss
-Fix for samples om OW after sample level
-Fixed version for cutscene 7
-Fix levelASM for PRESSURE POINT (and remove it from Color Crave Cave)
-Automatic message box between KC Phase 1 and Phase 2?? ("That's it! I'll get you myself!"
-If possible make castle destruction message 5 appear after beating Rumia
-Jukebox using new sprite and work with samples
-Fixed sprite for SS Cotopaxi
Thank you for this list. It will be very useful.
And none of these should take too long to fix, so version 1.1 ought to be ready shortly.
You should also insert the updated versions of my sprites, you can farm lifes and when you flip over the big cookie it spawns red superspeed parakoopa.
Here are the updated files:
Kil wrote:I assume it didn't. At this point I would just send raocow your level and tell him to play it before the final castle and hope he does it.
I sent him the level, but it (1) Doesn't have Demo. and (2) I suggested he just play it after... I don't know how to fit it in, unless someone can Demo-ify it for me and I can re-send it.
Or: If you do it today... I'd as that someone else send it since I won't be here x_x;;; I just thought of where he is.
I'm on Youtube andTwitter and Discord so say hi to me on there cause I don't really post here also I have sigs off so I can make my sig as ugly as I want and it won't bother me this is my sig btw
Moniker wrote:By the way, we changed the ending in v1.1
Is this, perhaps, problematic, considering it's a high-profile LP?
Send raocow a savestate to the new ending? See if he'll play it? He played my level(s) as bonus material, a bonus ending would be plenty qualified, I'd figure.
chdata wrote:Go ahead and include the Pac Boo's YCZ, but not the gfx. I'm sure you still have them.
Wrong thread?
Well, I fixed the Muncher Boss' HP Counter. (Just changed the RAM Adress that holds the HP)
$1763 apparently istn't empty but used by something that has to do with fireballs.
Now where do I post it?
Let's get v1.1 fixed up and ready for a second round of testing, shall we?
- Kil: Pressure Point should reset your coins when you enter it, right?
- chdata: could you send me a version of that hand block that you know works with BTSD 0.42?
- chdata again: I vaguely remember you saying something about your new version of the death disable/demo counter patch not being compatible with levelASM? Is this just me remembering things wrong, or is it an actual issue that needs to be looked into?
- Is anyone against making you small when you enter the teleporter hub and removing the two mushrooms there?
- chdata: could you send me a version of that hand block that you know works with BTSD 0.42?
- reply: I'm pretty sure redownloading the "Guardian" block from SMWC could fix it.
- chdata again: I vaguely remember you saying something about your new version of the death disable/demo counter patch not being compatible with levelASM? Is this just me remembering things wrong, or is it an actual issue that needs to be looked into?
- reply: The version of levelASM we used hijacks $A2E2, and so does one of my disable death's hijacks. All you need to do is put a JSL to said disable death code at the start of the jsl to levelasm's code.
org $A2E3 ;Go to http://www.$A2E3.org
DL !FREESPACEBAR+#8 ;Download our freespace
(From my patch)
ORG $00A2E2
JSL MAINofLevelASM ;Point to new routine
(From levelASM)
Note that that's the same exact spot.
edit: Actually instead of JSL'ing to my code at the start of the levelASM code, where levelASM restores
JSL $01808C ;Recover old code from hijacked routine. Don't touch this.
Change that to the JSL to my patch instead because my patch also restores it and has to move it around for a reason.
Also YCZ, did you download my death counter + disable death patch fix? It fixed it so the death counter actually still works when you fall in a hole along with being compatible with my patch. I tested it on the ASMT test rom and I know it works.
levelinit1C:
;;;;;;;;;;;
;;
;; This is levelinit asm for level 1C that removes all powerups and coins.
;;
;;;;;;;;;;;
STZ $19 ;
STZ $0DBF ;Erase all coins and powerups.
RTS
level1C:
;;;;;;;;;;;
;;
;; This is levelasm code for level 1C. It subtracts a coin every 255 frames.
;;
;;;;;;;;;;;
MinusCoins1C:
LDA $13 ;\
BNE Return1C ; Subtract a coin once in awhile.
LDA $0DBF ;
SEC ;
SBC #$01 ;
BCC ZeroCoins1C
STA $0DBF ;
BRA Return1C
ZeroCoins1C:
STZ $0DBF ;/ Make sure coins don't go below 0.
Return1C:
RTS
I moved the main code already (seriously, how in the world did I manage to place a piece of code in 1E that has 1C both in the description and all of the labels?), but the INIT part was missing entirely, so I'll just go ahead and insert that.
Also YCZ, did you download my death counter + disable death patch fix? It fixed it so the death counter actually still works when you fall in a hole along with being compatible with my patch. I tested it on the ASMT test rom and I know it works.
You didn't confirm that... so I'm guessing you didn't?
Fixed the incompatibility with Disable Death and Death Counter. You counter now actually increments if you fall in a hole, and my disable death will bounce you upwards if you fall in a hole (I even made fixed credits for it. Also don't change the time limit, it doesn't kill you either.)
You also forgot the below hex edit...
A78 $00:F878 1 byte Misc. Change from D0 to 80 to activate free vertical scrolling. This will bypass the routine that checks whether Mario is standing on solid ground or not (RAM address $72) and sets the scrolling flag accordingly. The camera follows Mario instead of waiting for him to land on something.
One other thing I noticed in the last beta version that raocow didn't come across:
-In the computer room and VR corridor of the castle, when big and ducking, you still get Demo instead of only the green or red outline.
I recall this being a problem in previous versions, but I believe everything was fixed. Apparently not.
kilon wrote:One other thing I noticed in the last beta version that raocow didn't come across:
-In the computer room and VR corridor of the castle, when big and ducking, you still get Demo instead of only the green or red outline.
I recall this being a problem in previous versions, but I believe everything was fixed. Apparently not.
I do believe I fixed this between the last the beta and v1.0, though I'll check to make sure.