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Sprites and Blocks: Requests, help, and discussion.

we don't need no edu - I mean, these threads, anymore.
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Kincyr
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Re: Sprite Request Thread - first post updated.

Post by Kincyr »

can anyone modify the boomerang so that if it comes into contact with a boomerang bro on the rebound it's 'caught' and removed from play like in SMB3? I'm surprised mikeyk missed that
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Schnurmanator
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Re: Sprites & Blocks - Check First Post Before Posting

Post by Schnurmanator »

For some reason, this generator is giving me ire. It's the sprite on smwcentral called:

[Generator] Teleport on coins

I inserted it as D7, just to test it, and I tried every extra bit, but it doesn't seem to be working :(

Can someone please help cuz i'm kinda a noob when it comes to any custom sprite.
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limepie20
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Re: Sprites & Blocks - Check First Post Before Posting

Post by limepie20 »

What exactly happens? Does nothing at all happen or does the generator work incorrectly?
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Schnurmanator
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Re: Sprites & Blocks - Check First Post Before Posting

Post by Schnurmanator »

nothing happens at all
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limepie20
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Re: Sprites & Blocks - Check First Post Before Posting

Post by limepie20 »

Okay you may be inserting the sprite wrong. You need to make a cfg file for the sprite. Also there might be a value you have to put in the .asm file.
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Schnurmanator
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Re: Sprites & Blocks - Check First Post Before Posting

Post by Schnurmanator »

Well here's the code, if that helps:

Code: Select all

!Ram	= $0DBF	; RAM to use.
!Amount = 99	; In decimal. (Valid input = any number from 0-99)
!Sound	= $00	; Sound to play (if any).
!Port	= $1DFC	; Sound port.
		; Note that the sound will not work properly and it's
		; best to leave it as nothing ($00) if you set the amount
		; to 99!

print "INIT ",pc
	RTL

print "MAIN ",pc
	LDA !Ram
	CMP #!Amount
	BCC +
	LDA #$06
	STA $71
	STZ $88
	STZ $89
	LDA #!Sound
	STA !Port
+	RTL
I didn't touch it at all, and I didn't change the .cfg file with the editor, so I really don't know what's up with it :(
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limepie20
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Re: Sprites & Blocks - Check First Post Before Posting

Post by limepie20 »

The problem is most likely '!Ram = $0DBF'.
Kil said earlier that $C680 is good ram so I guess you can just replace 0DBF with C680.
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Schnurmanator
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Re: Sprites & Blocks - Check First Post Before Posting

Post by Schnurmanator »

i tried that and still no dice D:

I wondering if I'm inserting it correctly? Here r my steps:
I put the cointele.asm and cointele.cfg in the same folder (generators folder).
I updated the SpriteA2MT.txt file, by typing D7 cointele.cfg at the very bottom.
Then I put my rom into the st folder and clicked spritetool.exe
I then put the rom name and sprite list name and it said it inserted all of them correctly, except for a sideways thwomp :?

Then I put my rom back in the folder that I had it in and reopened it in lunar magic.
Finally, I inserted the sprite (D7 for command) and I tested each bit (at different times not all at once)

I then loaded my level and collected 99 coins, but still it didnt work. WHAT am I doing wrong?
Q_Q , T_T , (; u;) , U_U
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limepie20
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Re: Sprites & Blocks - Check First Post Before Posting

Post by limepie20 »

To check if the sprite inserted correctly, see if the other custom sprites still work. Otherwise, I'm not sure
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Schnurmanator
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Re: Sprites & Blocks - Check First Post Before Posting

Post by Schnurmanator »

Whoa! I can't bring in any of the other custom sprites! What does it mean?
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limepie20
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Re: Sprites & Blocks - Check First Post Before Posting

Post by limepie20 »

You inserted wrong. I'm not sure what you did. Is your rom named a2mt? (I don't know if that'll actually affect anything).

Edit: actually you may have inserted fine but your rom not being named a2mt doesn't let you use the custom sprite thing in the sprite thing.
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Schnurmanator
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Re: Sprites & Blocks - Check First Post Before Posting

Post by Schnurmanator »

No, cuz I changed it so I wouldn't have to type in A2MT212.smc every time. But I'll try that right now!

*Edit: It's gotta be my baserom cuz none of the custom sprites work on any of the other levels.


**Edit: After downloading and patching version 1.8 and after inserting the sprite, I found that it still does not work D:

DISREGARD THIS REQUEST BECAUSE THE SOURCE OF THE PROBLEM WAS FIXED
Last edited by Schnurmanator 13 years ago, edited 1 time in total.
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Schnurmanator
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Re: Sprite Request Thread - first post updated.

Post by Schnurmanator »

Sorry to ask, but I'm wondering if someone could take a look at this sprite: http://www.smwcentral.net/download.php? ... pe=sprites

It's a sprite that should teleport Demo after a certain amount of coins are collected. But for some reason, after inserting it doesn't seem to work :/

Limepie and I tried fixing it, but the results did prevail, so yeah.

Take your time cuz I'm in no hurry, but if you can, please help me. It's probably a simple error on my part and hopefully not a part in the actual generator.
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limepie20
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Re: Sprite Request Thread - first post updated.

Post by limepie20 »

In a couple days I can try to make Levelasm for it which would be simpler. I don't get why you need ram for that. Unless I am missing something.
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Re: Sprites & Blocks - Check First Post Before Posting

Post by limepie20 »

If none of the sprites are working you are inserting wrong. I'm not exactly sure what you are doing wrong.
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Re: Sprite Request Thread - first post updated.

Post by limepie20 »

Here you go put this in levelasm.

Code: Select all

LDA $0DBF
CMP #$xx             ;number of coins goes here
BEQ cointele
RTS

cointele:
LDA #$05
STA $71
RTS
xjC0n
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Re: Sprites & Blocks - Check First Post Before Posting

Post by xjC0n »

Okay, so I've been trying to insert this custom block chdata made for me. But whenever it is touched by Demo or a sprite it freezes the game.. I'm wondering if there is something I need to know about inserting blocks in the baseROM, or if I'm doing something wrong, or if I was supposed to edit the code or something..

I tried to insert it at MAP16-tile 3DE0 using block# 372 in BTSD.

Code:

Code: Select all

    db $42

    JMP Demo
    JMP Demo
    JMP Demo
    JMP Sprite
    JMP Sprite
    JMP Demo
    JMP Demo
    JMP Demo
    JMP Demo
    JMP Demo

    Sprite:
    LDY #$00   ;High byte of map16 block
    LDA #$02   ;Low byte of map16 block
    STA $1693   ;Get's stored here
    Demo:
    RTS
It SEEMS to be inserted properly, as it has the right description in LM.
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VideoGuy
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Re: Sprites & Blocks - Check First Post Before Posting

Post by VideoGuy »

Is it supposed to be an RTL at the end?
Accepting any and all ASM requests for A2MT. Just send me a PM.
Note: If I accepted your ASM request and you never heard back from me, please let me know. I feel like I've forgotten a few of them.
Also the creator of the new A2MT CMS. PM me if you have any questions.
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xjC0n
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Re: Sprites & Blocks - Check First Post Before Posting

Post by xjC0n »

VideoGuy wrote:Is it supposed to be an RTL at the end?
Ah, thanks! It works now.
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kil3
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Re: Sprite Request Thread - first post updated.

Post by kil3 »

xjC0n wrote:Now I basically don't know anything about ASM, but can't you just use levelASM to set all sprites X and Y speed to 01 so they won't move based on the ON/OFF switch setting? That is what I thought you did already in your level.. The sprites should interact with Demo properly while frozen, however you will not be able to bounce on goopas twice..
by the way this doesn't work because some sprites don't use x and y speeds. some of them were hardcoded to move 1 pixel to the left or right every frame and such and they ignore their x/y speed tables
Ometeotl
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Re: Sprite Request Thread - first post updated.

Post by Ometeotl »

What are the SP settings for the chomps?
Patgangster
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Re: Sprites & Blocks - Check First Post Before Posting

Post by Patgangster »

Running into a sprite-related problem while building my level:
Sumo bros.
No matter which sprite memory setting I use, they always glitch in at least one way. Even with the setting they used in the original game, they completely break carryable sprites on certain circumstances.
Would I have to simply completely re-do my level, or is there any chance the sumo bros. will get fixed (Or recoded as a custom sprite that works correctly?)
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Chdata
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Re: Sprites & Blocks - Check First Post Before Posting

Post by Chdata »

Does it even happen if it's the only sprite on the screen.
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Patgangster
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Re: Sprites & Blocks - Check First Post Before Posting

Post by Patgangster »

chdata wrote:Does it even happen if it's the only sprite on the screen.
No, but the way I built my level, they're on lots of spots. It would be way too easy if it was the only sprite on-screen. (And at points there is a key or a P-switch being carried too, and those are what glitch because of the sumo bro flames.)
So pretty much I'd have to either rebuild it or have that fixed. =\
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Re: Sprites & Blocks - Check First Post Before Posting

Post by limepie20 »

Oh that's what you meant? I thought it was a custom sprite. What could work is a shooter that makes those lightning bolts but I don't know if that would help but it would get rid of the actual sumo brothers which is one less sprite.
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