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Sprite following values
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RuneEdge5k1
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Joined: 18 Feb 2004
Posts: 153

PostPosted: Mon May 24, 2004 9:52 pm    Post subject: Reply with quote

I'm not sure if its cuz of the new bin but Terranigma seems to work now. Could someone find the sprite follow value, please?
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kylekatarn
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Joined: 25 May 2004
Posts: 53

PostPosted: Tue May 25, 2004 10:54 pm    Post subject: Reply with quote

Harvest Moon (U) to follow text/speech box:

0x7e0147

scale 30%
offset 42
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MedusaHead16
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Joined: 29 Jan 2005
Posts: 2

PostPosted: Sat Jan 29, 2005 8:45 am    Post subject: Reply with quote

First of all, I want to thank FluBBa and Loopy for their great work on PocketNES, SNES Advance and all the rest. I bought my flash card specifically to use these programs and have had a lot of fun.

I've been playing around with a few games in SNES Advance. I'm lost when it comes to coding, but I thought I'd pass these on:

KNIGHTS OF THE ROUND(U)_Scale: 0; Offset: -3. Gives you the bottom of your life meter and the top of the boss's life meter. Points get cut off as does the character selection icons when you continue.

HOKUTO NO KEN 6(J)_Scale: 15; Offset: 0; 16-bit not checked. I didn't see it on the comp list, but it works fine. Sprites feet are cut off, but the vital info is there. Somewhere at the bottom of the title screen is a difficulty setting.

HOKUTO NO KEN 7(J)_All values set to 0. Much slower than the previous game and the backgrounds are out of whack. Sprites look good though.

Naturally, the text for both of those games is 95% Japanese. The titles have enough English that you can start a game.

Thanks again. I hope some people can use these numbers.
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tanoojibob
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Joined: 12 Nov 2004
Posts: 245

PostPosted: Sat Jan 29, 2005 2:25 pm    Post subject: Reply with quote

What about that sonic game i fixed in page 53 of the fixes topic? I need a follower for that.
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to90zeroblue
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Joined: 20 Sep 2004
Posts: 171
Location: USMMA

PostPosted: Fri Mar 24, 2006 3:48 am    Post subject: Reply with quote

is there a way to have two sprite following values? I want one for the cursor on the map screen and then the player's mobile suit on the battle screen.
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mog123
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Joined: 08 Jan 2006
Posts: 691
Location: Poland

PostPosted: Fri Mar 24, 2006 7:32 am    Post subject: Reply with quote

I dont think so top90 but ask FluBBa
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FluBBa
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Joined: 14 Feb 2004
Posts: 2047
Location: GBG

PostPosted: Fri Mar 24, 2006 12:46 pm    Post subject: Reply with quote

No, you can't have 2 following valkues.
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tepples
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Joined: 11 Jul 2004
Posts: 3015
Location: NE Indiana, USA

PostPosted: Fri Mar 24, 2006 1:18 pm    Post subject: Reply with quote

[Really ******* advanced solution]
If you can find a byte of RAM that the game never uses, you could ASM hack the game to write the following value into that byte of RAM and then specify it in the superdat.
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to90zeroblue
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Joined: 20 Sep 2004
Posts: 171
Location: USMMA

PostPosted: Fri Mar 24, 2006 2:24 pm    Post subject: Reply with quote

No, its not worth it. I can't get the game to work correctly. Maybe for the next version of snesadvance... Anyway, I've been trying for a week to get the gundam x unit sprites to show up on the map, with no success. I did fix a lot of other stuff though, regarding graphics. I think it might be the emulator now, but how would I find out? I guess only flubba or loopy would know.

But tepples, thanks, if the unit sprites show up in the next version, I'll try to implement that. No one should be without gundam x!
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