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09-20-24 04:37 AM |
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Main - Hacking Discussion - Super Mario Bros. Fixes (1) |
ShaneM |
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Newcomer Level: 3 Posts: 7/8 EXP: 124 Next: 4 Since: 08-21-24 Last post: 4 days Last view: 6 hours |
I had you NOP the other stuff for neatness. The code is really only used in the conditional statement in ChkStart. It is only set/cleared in the other two routines. It did exactly what I thought it would. There are a few ways to do that. I’ve coded mine a different way.
Also, $0B7A is not a valid flag on SMB1 NES. I’d use a different one. |
SMB2J-2Q |
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Goomba Level: 6 Posts: 18/22 EXP: 566 Next: 341 Since: 08-21-24 From: Oak Grove, OR Last post: 2 hours Last view: 16 min. |
Posted by ShaneM In my case, I did assign it to a different one: $06B7, formerly used by JumpCoinMiscOffset. I will use your version of the code, though, but I was curious as to what it did. ~Ben |
SMB2J-2Q |
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Goomba Level: 6 Posts: 19/22 EXP: 566 Next: 341 Since: 08-21-24 From: Oak Grove, OR Last post: 2 hours Last view: 16 min. |
Hi Shane,
I am curious as to the ChkGERtn routine:
Specifically, this checks the GameEngineSubroutine variable for either routine $07 (for player entrance) or $08 (for player control) in action, and to branch to exit (ExCSM) if so. However, when checking for routine $08 it then says BNE (if not equal) and also leave the routine (to ExCSM), so unless they had intended to add additional code after this, then shouldn't that also be a BEQ or else if it is supposed to be a BNE branch, then shouldn't it be to StopPlayerMove? I am going to try that to see if any anomalies happen during the pipe intro scene. UPDATE: I played the game with the change I applied and so far I have found no outstanding anomalies during Mario's automatic movement during the pipe intro scene. ~Ben |
ShaneM |
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Newcomer Level: 3 Posts: 8/8 EXP: 124 Next: 4 Since: 08-21-24 Last post: 4 days Last view: 6 hours |
Posted by SMB2J-2Q I optimized it and commented it anew. Use this one and credit me if borrowed.
Also, in the future could you please ask in a more generalized way instead of specifically calling me in every post for an answer? This is a community thread for everyone to participate in not just me. Thanks. LOL |
SMB2J-2Q |
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Goomba Level: 6 Posts: 20/22 EXP: 566 Next: 341 Since: 08-21-24 From: Oak Grove, OR Last post: 2 hours Last view: 16 min. |
Posted by ShaneMPosted by SMB2J-2Q Sorry about that. I will try your optimized fix. ~Ben |
SMB2J-2Q |
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Goomba Level: 6 Posts: 21/22 EXP: 566 Next: 341 Since: 08-21-24 From: Oak Grove, OR Last post: 2 hours Last view: 16 min. |
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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Goomba Level: 6 Posts: 22/22 EXP: 566 Next: 341 Since: 08-21-24 From: Oak Grove, OR Last post: 2 hours Last view: 16 min. |
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 |
Main - Hacking Discussion - Super Mario Bros. Fixes (1) |
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