Shadow Lives (Snes) and Immortals Guards.
Shadow Lives (Snes) and Immortals Guards.
How do I change the initial lives of the shadow I would like to initiate with only two lives? I would also like to know how I can remove the life marker of a guard equal to the immortal skeletons.
Re: Shadow Lives (Snes) and Immortals Guards.
Pr1SnesLevEd:elveskz wrote:How do I change the initial lives of the shadow I would like to initiate with only two lives?
Place a guard anywhere: right click and select "Guard here".
Right click again and use "Guard type..." to choose "shadow".
Then use the menu option Guards->Settings... to change the "hit points" from 4 to 2.
Finally, you can remove the shadow: right click and select "Delete guard".
apoplexy:
Press F2 on the main screen.
On the right, select the "hit points" tab.
Modify the shadow's hit points from 4 to 2.
Press the "Save" button.
It's not clear from your question if you just want the visual, triangle markers removed or if you also want the guard(s) to be immortal.elveskz wrote:I would also like to know how I can remove the life marker of a guard equal to the immortal skeletons.
Either way, I can't help with this.
Kaslghnoon or David might now.
It is, of course, possible to change the appearance of all the silver skeletons.
They can be modified to look like regular guards, and would still be immortal.
Re: Shadow Lives (Snes) and Immortals Guards.
Norbert wrote:Pr1SnesLevEd:elveskz wrote:How do I change the initial lives of the shadow I would like to initiate with only two lives?
Place a guard anywhere: right click and select "Guard here".
Right click again and use "Guard type..." to choose "shadow".
Then use the menu option Guards->Settings... to change the "hit points" from 4 to 2.
Finally, you can remove the shadow: right click and select "Delete guard".
apoplexy:
Press F2 on the main screen.
On the right, select the "hit points" tab.
Modify the shadow's hit points from 4 to 2.
Press the "Save" button.
It's not clear from your question if you just want the visual, triangle markers removed or if you also want the guard(s) to be immortal.elveskz wrote:I would also like to know how I can remove the life marker of a guard equal to the immortal skeletons.
Either way, I can't help with this.
Kaslghnoon or David might now.
It is, of course, possible to change the appearance of all the silver skeletons.
They can be modified to look like regular guards, and would still be immortal.
Many thanks Norbert !! It worked with Shadow, in this case of the skeletons, I need a specific guard to have the same immortality of the skeletons, if I change the sprite of the skeletons, they all have the same sprite is not that the purpose to change the sprite of the skeletons, I would like to withdraw the life pots of a single soldier, not necessarily turn him into immortal, I will increase his lives to 255 and would like to remove the pots that show on the screen.
In short I just want to hide the pots of a soldier's life.
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Re: Shadow Lives (Snes) and Immortals Guards.
I remember trying this in some mod i wanted to create, called Castle of Ghost, all guards looked like ghost (trasparency) and they were inmune to damage except the falls.
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
Re: Shadow Lives (Snes) and Immortals Guards.
But would it be possible to hide the life marker that shows on the screen of a guard the same skeletons that do not have markers? But without changing the sprites.salvadorc17 wrote:I remember trying this in some mod i wanted to create, called Castle of Ghost, all guards looked like ghost (trasparency) and they were inmune to damage except the falls.
Re: Shadow Lives (Snes) and Immortals Guards.
I assume this is about SNES.elveskz wrote:But would it be possible to hide the life marker that shows on the screen of a guard the same skeletons that do not have markers? But without changing the sprites.
I have a hack that changes "dead purple" guards to be immortal: viewtopic.php?p=16407#p16407
You also need to set more than zero HP in Guards->Settings.
From your PM:
I assume this is about SNES as well.elveskz wrote:I'm also having problems with a color palette that sits on the edges of the screen. Always when prince gets a wound she always goes back to black. I have not found where this color changes.
I'm not sure what do you mean here, but I have a guess:
If I change the first (top-left) color of the environment palette, it will change the background color.
But it returns to black after the screen flashes for any reason. (hurt, pick up sword)
Is this what you mean?
I already found where does the game set palette slot 0 to black after flashing:
Code: Select all
do or remove flash:
00:A4C9: 08 PHP
00:A4CA: ad c4 04 LDA $04c4 ; flash color ; lightcolor
00:A4CD: 30 10 BMI $a4df ; do flash
remove flash:
00:A4CF: a9 1f LDA #$1f
00:A4D1: 8d 2c 21 STA $212c ; TM
00:A4D4: 9c 21 21 STZ $2121 ; CGADD ; Select palette slot 0.
00:A4D7: 9c 22 21 STZ $2122 ; CGDATA ; First $00.
00:A4DA: 9c 22 21 STZ $2122 ; CGDATA ; Second $00. Together: $0000 = black.
00:A4DD: 80 1e BRA $a4fd
do flash:
00:A4DF: e2 30 SEP #$30
00:A4E1: 4a LSR
00:A4E2: 4a LSR
00:A4E3: 4a LSR
00:A4E4: 29 0e AND #$0e
00:A4E6: aa TAX
00:A4E7: a9 08 LDA #$08
00:A4E9: 8d 2c 21 STA $212c ; TM
00:A4EC: 9c 21 21 STZ $2121 ; CGADD
00:A4EF: bf ac ab 02 LDA $02:abac,X ; flash colors
00:A4F3: 8d 22 21 STA $2122 ; CGDATA
00:A4F6: bf ad ab 02 LDA $02:abad,X
00:A4FA: 8d 22 21 STA $2122 ; CGDATA
00:A4FD: 28 PLP
00:A4FE: 60 RTS
flash colors:
02:ABAC: WORD $0000,$7c00,$001f,$7c1f,$03e0,$7fe0,$03ff,$7fff
- Use flash color 0 instead of black. (Which is currently $0000, i.e. black as well.)
But then it has to be edited as well, to match the environment palette.
And then all levels must have the same background color. - Save the background color before making a flash.
Is there enough space for that? - Just disable flashing altogether.
Re: Shadow Lives (Snes) and Immortals Guards.
I went for that solution.David wrote: Save the background color before making a flash.
Is there enough space for that?
This is what you need to change:
At offset x24D7 (or if your ROM is headered: x26D7) write: 20 00 FF EA EA EA
At offset x24EC (or if your ROM is headered: x26EC) write: 20 10 FF
At offset x7F00 (or if your ROM is headered: x8100) write: AD 00 01 8D 22 21 AD 01 01 8D 22 21 60
At offset x7F10 (or if your ROM is headered: x8110) write: 9C 21 21 AD 3B 21 8D 00 01 AD 3B 21 8D 01 01 9C 21 21 60
Re: Shadow Lives (Snes) and Immortals Guards.
David wrote:I assume this is about SNES.elveskz wrote:But would it be possible to hide the life marker that shows on the screen of a guard the same skeletons that do not have markers? But without changing the sprites.
I have a hack that changes "dead purple" guards to be immortal: viewtopic.php?p=16407#p16407
You also need to set more than zero HP in Guards->Settings.
From your PM:I assume this is about SNES as well.elveskz wrote:I'm also having problems with a color palette that sits on the edges of the screen. Always when prince gets a wound she always goes back to black. I have not found where this color changes.
I'm not sure what do you mean here, but I have a guess:
If I change the first (top-left) color of the environment palette, it will change the background color.
But it returns to black after the screen flashes for any reason. (hurt, pick up sword)
Is this what you mean?
I already found where does the game set palette slot 0 to black after flashing:I see these possible solutions:Code: Select all
do or remove flash: 00:A4C9: 08 PHP 00:A4CA: ad c4 04 LDA $04c4 ; flash color ; lightcolor 00:A4CD: 30 10 BMI $a4df ; do flash remove flash: 00:A4CF: a9 1f LDA #$1f 00:A4D1: 8d 2c 21 STA $212c ; TM 00:A4D4: 9c 21 21 STZ $2121 ; CGADD ; Select palette slot 0. 00:A4D7: 9c 22 21 STZ $2122 ; CGDATA ; First $00. 00:A4DA: 9c 22 21 STZ $2122 ; CGDATA ; Second $00. Together: $0000 = black. 00:A4DD: 80 1e BRA $a4fd do flash: 00:A4DF: e2 30 SEP #$30 00:A4E1: 4a LSR 00:A4E2: 4a LSR 00:A4E3: 4a LSR 00:A4E4: 29 0e AND #$0e 00:A4E6: aa TAX 00:A4E7: a9 08 LDA #$08 00:A4E9: 8d 2c 21 STA $212c ; TM 00:A4EC: 9c 21 21 STZ $2121 ; CGADD 00:A4EF: bf ac ab 02 LDA $02:abac,X ; flash colors 00:A4F3: 8d 22 21 STA $2122 ; CGDATA 00:A4F6: bf ad ab 02 LDA $02:abad,X 00:A4FA: 8d 22 21 STA $2122 ; CGDATA 00:A4FD: 28 PLP 00:A4FE: 60 RTS flash colors: 02:ABAC: WORD $0000,$7c00,$001f,$7c1f,$03e0,$7fe0,$03ff,$7fff
- Use flash color 0 instead of black. (Which is currently $0000, i.e. black as well.)
But then it has to be edited as well, to match the environment palette.
And then all levels must have the same background color.- Save the background color before making a flash.
Is there enough space for that?- Just disable flashing altogether.
Perfect!! Everything works !! Many thanks David! But the mouse is now of another color, even though I change its color palette, it continues yellow with pink outline. Strange, can you find the location where I can reset the default mouse color?
Re: Shadow Lives (Snes) and Immortals Guards.
David wrote:I went for that solution.David wrote: Save the background color before making a flash.
Is there enough space for that?
This is what you need to change:
At offset x24D7 (or if your ROM is headered: x26D7) write: 20 00 FF EA EA EA
At offset x24EC (or if your ROM is headered: x26EC) write: 20 10 FF
At offset x7F00 (or if your ROM is headered: x8100) write: AD 00 01 8D 22 21 AD 01 01 8D 22 21 60
At offset x7F10 (or if your ROM is headered: x8110) write: 9C 21 21 AD 3B 21 8D 00 01 AD 3B 21 8D 01 01 9C 21 21 60
I must have altered some other offset by mistake, I did the test and everything you gave me about the skeletons and about the color of the flash, everything is correct, this mouse color has no connection, but I would like you to help me more once!!
Re: Shadow Lives (Snes) and Immortals Guards.
So did you fix the mouse colors, or do you still need help with that?elveskz wrote:everything is correct, this mouse color has no connection, but I would like you to help me more once!!
Re: Shadow Lives (Snes) and Immortals Guards.
I still have not corrected the error with the colors of the mouse and there is a detail that is still missing, the flash correction that you gave me, I did not change the black color of the shadow mirror flash, it still has the original black color, The original color when you cross it. If possible could you change it as you did with the other flashes?David wrote:So did you fix the mouse colors, or do you still need help with that?elveskz wrote:everything is correct, this mouse color has no connection, but I would like you to help me more once!!
Re: Shadow Lives (Snes) and Immortals Guards.
Maybe you could send me your ROM image? (In a PM if you don't want to make it public yet.)elveskz wrote: I still have not corrected the error with the colors of the mouse
So I can see what happened to the mouse.
I tried that, and for me it's even weirder than that: The screen becomes *purple* after the mirror's flash.elveskz wrote: and there is a detail that is still missing, the flash correction that you gave me, I did not change the black color of the shadow mirror flash, it still has the original black color, The original color when you cross it. If possible could you change it as you did with the other flashes?
It looks like the game tries to restore the flash color before it was saved...
Re: Shadow Lives (Snes) and Immortals Guards.
I think I found what causes this: The mirror check is between flash on and flash off.David wrote: It looks like the game tries to restore the flash color before it was saved...
Code: Select all
01:EF15: 22 d0 cb 01 JSR $01:cbd0 ; flash on
01:EF19: 20 4a f4 JSR $f44a ; stuff... including mirror check
01:EF1C: 22 ea cb 01 JSR $01:cbea ; flash off
This is what you need to change:
At offset xEF15 (or if your ROM is headered: xF115) write: 20 4A F4 22 D0 CB 01
This seems to fix the problem.
Re: Shadow Lives (Snes) and Immortals Guards.
The mirror flash worked perfectly, thank you very much. As for the colors of the mouse, no matter how much I change the color of the mouse palette, in the animation before starting Level 14 where the princess sends the mouse it changes colors, but during its appearance at level 14 it does not change Always remains in that image color: See in PM!!David wrote:I think I found what causes this: The mirror check is between flash on and flash off.David wrote: It looks like the game tries to restore the flash color before it was saved...So just move mirror check out of that place by swapping two calls.Code: Select all
01:EF15: 22 d0 cb 01 JSR $01:cbd0 ; flash on 01:EF19: 20 4a f4 JSR $f44a ; stuff... including mirror check 01:EF1C: 22 ea cb 01 JSR $01:cbea ; flash off
This is what you need to change:
At offset xEF15 (or if your ROM is headered: xF115) write: 20 4A F4 22 D0 CB 01
This seems to fix the problem.
Re: Shadow Lives (Snes) and Immortals Guards.
I think I found out what happens.elveskz wrote:As for the colors of the mouse, no matter how much I change the color of the mouse palette, in the animation before starting Level 14 where the princess sends the mouse it changes colors, but during its appearance at level 14 it does not change Always remains in that image color: See in PM!!
For the mouse on level 13, the game uses the palette of the "dead" guard type.
Originally it's 21 (0x15), which is the palette row of the mouse.
In your mod it is 12 (0x0C), which is the palette row of the green guard.
To change this:
Code: Select all
00:F60D: a2 11 00 LDX #$0011
00:F610: bf a0 f5 00 LDA $00:f5a0,X ; table for guard palettes
This will force the game to use palette row 21 (0x15) for the mouse.