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12-22-24 11:46 AM |
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Main - Posts by SMB2J-2Q |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 21/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
I was just told by the person who compiled the SMAS-style level breakdown for SMB that the new $BA RAM flag was a flag created specifically for the underwater scene in world 8-4 in both SMB and SMBLL, which although it has the map type of underwater it keeps the palette and music attributes related to the castle level, hence why we're hearing the castle level music here.
~Ben (SMB2J-2Q) |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 22/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
Could anyone please let me know what you think of my new fix for HandlePowerUpCollision?
Here, both the invincibility star and 1-UP are checked first, and if either are found, to bypass playing the power-up grab sound (SMB2USA, SMB3 and SMBDX all have it not play the power-up sound when a Star is collected), otherwise if it's the Super Mushroom or Fire Flower, the power-up sound is played and we then do an unconditional branch (BNE) to the Shroom_Flower_PUp routine. ~Ben |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 23/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
Posted by ShaneM Hi Shane, That is a pretty awesome code fix there! I do think the power-up grab sound should have been part of the Shroom_Flower_PUp routine in the first place. ~Ben (SMB2J-2Q) |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 24/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
Posted by ShaneM Shane, I relocated the power-up grab sound to Shroom_Flower_PUp and the fix worked flawlessly. If I do find anymore changes related to either one of these, as always, I will let you know any time. ~Ben |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 25/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
There is something new I found in SMAS, also: the end-of-level music has been moved out of "PlayerEndLevel" and relocated to "FlagpoleRoutine." SMAS also does away with the initial scroll lock check, just as in the original FDS SMB2J (SMBLL) and ANNSMB, and SMAS also does away with the FlagpoleMusicFlag variable present in both SMB2J and ANNSMB because I looked at the SMAS version of the SMB2J code and it does not have that specific flag (was RAM $07F6) anymore.
For SMB, this change alone saves 5 bytes. Old way (NES):
New way (SMAS):
I wonder why they relocated the end of level music load to after the end of level game routine here? ~Ben |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 26/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
Posted by ShaneM Shane, Yep, I knew that too when I tried it... a reduced delay between the end of the flagpole sound and the beginning of the end-of-level music. ~Ben |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 27/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
Posted by ShaneM Hi Shane, They first did that in Super Mario Bros. 3, but they did use the small jump sound for Frog Mario when he hops on dry land. ~Ben (SMB2J-2Q) |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 28/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
In SMAS, the "ContinueGame" routine has been slightly changed to this:
I would like to know if it is safe (because of the INC statement) to remove the LDA #$00 before the TimerControl flag because I placed an LSR before the PlayerStatus flag to change 1 to 0? ~Ben |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 29/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
I found SMAS has a new separate enemy slot check just for Piranha Plants, which is a reversed version of the existing FindEmptyEnemySlot routine in that X is loaded with the value pointing to the last enemy slot and is decremented with each loop until it goes to $FF, and also replaces the existing JSR to the FindEmptyEnemySlot routine within the WarpPipe routine.
https://github.com/Maseya/SMAS-Disassembly/blob/master/Assembly/SMB1/code/b03/ParseAreaData.asm Here is that code:
For some reason, it disallows Mario from destroying it with fireballs, so what else should I do to make it work with fireballs again (other than removing this new code)? UPDATE: According to TakuikaNinja at the old RHDN, in the old SMB fixes thread he replied to, he suggested that this new code doesn't have to be used. Instead, under the WarpPipe routine, under the JSR to FindEmptyEnemySlot, let's do this...
~Ben (SMB2J-2Q) |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 30/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
Posted by ShaneM Hi Shane, Awesome fixes! ~Ben (SMB2J-2Q) |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 31/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
Posted by ShaneMPosted by SMB2J-2Q Shane, Thank you again; much appreciated! ~Ben |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 32/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
Games: Super Mario Bros. 2 (U.S.) and Super Mario Bros. 3
System: NES Symptoms: Sound Effects Pitch Change During BGM In both the two games I listed, during one section of the BGM the pitch of the sound effects of some items temporarily changes by one half-step up before going back to the main section. In Super Mario Bros. 2 (U.S.) this occurs in the Overworld BGM during the added mid-section that wasn't present in Doki Doki Panic, while in Super Mario Bros. 3 this occurs during the Airship BGM also during the "B" part (except for the 1-UP sound, which always has the correct pitch). Why is this happening, and how can I fix this, please? Thank you, Ben (SMB2J-2Q) |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 33/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
In SMAS, there are two chunks of code dealing with the floatey numbers routine...
The first one, at 03:E084, is used in most cases...
But, a similar chunk of code at address 03:E04F is used for the floatey numbers when a power-up is collected. This address is only ever used within the HandlePowerUpCollision routine.
Why was it done this way for the power-up collection, and how effective was it? As far as I know, in the original floatey number code at 03:E084, there is one instance of the Y offset being used and also both the X and Y registers being stored to the stack (the Y register was never used in the original NES code), but for the same code at 03:E04F the X offset is always used (the X register is also stored to the stack). Because of how similar these code chunks are, I wonder if the original NES SMB floatey number code can be tweaked for when dealing with power-ups being collected? ~Ben |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 34/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
Posted by ShaneMPosted by SMB2J-2QPosted by ShaneM Shane, Thank you for the heads-up on the Podoboo and Piranha Plant slot check. I will likely leave these bits of code alone. I also wanted to let you know that in SMAS, when you die via falling down a hole, the player's size and status are also reset, and inline with your suggested changes of using the Y register in both ContinueGame and Shroom_Flower_PUp, I added these here.
Thank you, Ben (SMB2J-2Q) |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 35/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
Posted by ShaneMPosted by SMB2J-2Q Shane, Thank you again for the heads-up; I will remove that code, then. I tried your new Podoboo fix and it works perfectly! New question: how were you able to resolve the five-enemy onscreen limit for your SMB1 and SMB2J builds? For example, (1) some enemies not appearing when they really should, or (2) Piranha Plants that disappear when you hit a nearby power-up block? ~Ben (SMB2J-2Q) |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 36/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
Posted by ShaneMPosted by SMB2J-2Q Hi Shane, I am working on incorporating your revised code for power-ups, and I want to know if what I did for the separate Mushroom and Fire Flower power-ups is correct? See below.
Thank you, Ben (SMB2J-2Q) |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 37/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
Game: Donkey Kong
System: ColecoVision Request: Bonus Timer And Other Fixes (both 24K and 16K) When you begin any level, on the 24K the bonus timer ticks down at all times (the revised 16K ROM version has a slight delay in the appearance of the timer until the opening music finishes playing). What I want to do is the same as in the NES release: 1. Temporarily halt gameplay while the opening level theme ("How High Can You Get?") plays. 2. Temporarily halt gameplay when Mario dies. 3. Don't show bonus timer while the opening level theme plays (partly fixed in the 16K ROM version). 4. (24K ROM) On the Elevator board, fix Mario falling through left elevator from his starting position. 5. (24K ROM) Cancel background music when Mario dies (fixed in 16K ROM version). 6. Cancel background music when low timer warning (1000 or 900 points left on timer depending on version) plays. 7. Halt bonus timer when Mario dies (whether by enemy collision or no time left). 8. Increase point values for Pauline's items on subsequent level cycles (to 500 points for cycle 2; and 800 points for cycle 3 and up). Thank you, Ben (SMB2J-2Q) |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 38/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
In SMAS, a new check was added to the FloateyNumbersRoutine routine, to make earning 1-UPs easier. But it also has a flaw: the StompChainCounter does not have the values 5000 and 8000 when doing turtle-tipping, going straight from 4000 to 1-UP.
What this new check does is that it checks if Mario does a shell chain reaction by kicking a Koopa shell toward other enemies and then gets 1-UPs after the shell hits the 9th enemy. It also compares X to the power-up object state, so if Mario happens to get a 1-UP Mushroom, the stomp chain counter will not be incremented. If the stomp or shell chain is successful, if Mario jumps on that same shell or kicks it after initially breaking the chain (i.e. if the shell ricochets against a pipe or stair), another 1-UP is earned. ~Ben |
SMB2J-2Q |
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Red Goomba Level: 9 Posts: 39/39 EXP: 2705 Next: 457 Since: 08-21-24 From: Oak Grove, OR Last post: 21 days Last view: 19 days |
In Super Mario All-Stars, I found some new code here:
The specific new chunk of code is here:
It was also added here:
Does anyone have any insight as to what this new chunk of code (I labeled it 'DrawESprRow') was supposed to fix? The #$0a in the SMAS original referred to there being nine enemy slots + one, but for the NES I changed this value to #$06. ~Ben |
Main - Posts by SMB2J-2Q |
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